Showing posts with label augmented reality. Show all posts
Showing posts with label augmented reality. Show all posts

Monday, July 11, 2016

What #PokemonGo means for immersive learning

I, like many of you, spent my weekend hunting for Pokemon while tracking my progress on Nintendo's new Pokemon Go game.

To say it was a revelation was an understatement. And the bigger question: will it lead to a revolution?

For many years now, I've talked about how technology can be used to create immersive experiences, how giving people the sense that they are performing real tasks and receiving real-time feedback is the key to that immersive feeling. I've talked about avatars and virtual worlds and alternate reality games and augmented reality and, recently, virtual reality. I've talked about how biometric data can be used to impact your experience within an environment, and I've talked about how all of these things are converging. I've also talked about the shortage of big design thinking in better leveraging the technology that is currently available to bring together storyline and experiences. Design has been lagging behind technology where immersive learning is concerned. I would tell people to keep their eyes open, because there would be a point where someone figured it out and it would go mainstream.

I'm pretty sure most people thought I was talking about a few years in the future. Turns out, I was talking about this last weekend.

Finally, FINALLY, there is an example of an augmented reality game with characters, avatars, interactive game play with feedback and leveling. And the whole world is, or wants to be, playing.

Our kiddo was working alongside a Meowth
This weekend I spent with my family, walking all over my home town Carpinteria and Santa Barbara. We were finding landmarks we didn't know existed which had been designated as Pokestops. We were exploring new neighborhoods and talking to strangers. We were walking, walking, walking. We were smiling and laughing. We were bemoaning our ridiculous battery life and speculating on our data usage. We were running into friends and chatting. We were teaching each other nuances and strategies in the game. We were laughing when we saw a large group of people wandering around a parking lot, looking for a Koffing we knew was there. I was sending messages to a friend halfway around the world in Milan, Italy, who was experiencing the same server issues we were.

Suddenly, everyone is playing and experiencing immersive learning.

For those of you who haven't played yet, imagine you are a Pokemon trainer (if you don't know what Pokemon are, google it). The world is filled with Pokemon, and you can find them via a phone app, then catch them using Pokeballs that you throw at the Pokemon on your phone screen. You can get more supplies at Pokestops, and train with the Pokemon you've caught at Gyms. All of these locations are populated from data collected over the last several years from another game, Ingress, which is (of course) a product of Google.

I could talk about the social learning implications (this game has no social features, but is an amazingly social game). I could talk about the health benefits, both mental and physical. I could talk about how the game is driving behavior change (my kids keep opting to walk instead of asking for rides...crazy...).

But instead, I want to talk about what Pokemon Go means for the future of learning. Because we finally have a flagship immersive game to build from. Where we go from here, and how we push technology to support our design, is really up to us.

First, let's talk about technology needs.

  • WE NEED BETTER BATTERIES. If we are leveraging our phones for experiences like this, we can't have our batteries last an hour. 
  • Also, WE NEED UNLIMITED DATA. It's well past the point that this should be the case, and the first major company who goes there will get my money, and hopefully yours too, so that the whole market will follow. 
  • We will need data to be able to interact in the world, unless, of course, we have UNIVERSAL WIFI. That would be ok, too.
  • And finally, the device-specific access is a drag. Most of the people we saw playing were adults, not because kids wouldn't want to, but because kids don't have smartphones that they can use to play. MAKE ALL DEVICES CAPABLE OF PLAYING IMMERSIVE GAMES. Photo apps, GPSs, data accessible (with unlimited data, as previously mentioned). Let as many people play as we possibly can. 


What about design?

Honestly, the possibilities are endless for future applications, but let's start with what we could do with Pokemon Go.
Santa Barbara Park Ranger
chatting about the Pokemon in the park

  • Tie Pokemon Go to biometrics. What if you could get certain Pokemon by keeping your heart rate in the ideal range for exercise for 20 minutes? What if you were rewarded for number of steps (not just distance covered, which is how you hatch eggs)? What if you were rewarded for consecutive days of hitting exercise targets? There have to be some easy partnerships to be made with fitness trackers. 
  • Add some social features. My kids already want to trade Pokemon. I'd love to see a way to do that through proximity, rather than some online marketplace. While I've been having great conversations with people I meet while playing, it would be great to have a game mechanism to prompt more interaction. Also, how about adding a way to friend other players you meet? It was great meeting folks all over town, but now there's no way to stay connected. There are already social groups forming outside of the game, why not enable it within the game?
  • Leverage Pokemon Go for medical treatment. If there were enough Pokemon in a hospital or rehabilitation center, patients could collect Pokemon as part of their recovery. Therapists could track distance walked or number of Pokemon caught to help encourage patients to get out in the world and walk. 
  • Pokemon Go as the new marketing angle, both customer and internal-facing. We already saw this with Foursquare, but is there something more to be done here? I would definitely frequent a place that set up a Lure to attract more Pokemon...beyond attracting more customers, could this type of activity work for new hire training? My family was chatting yesterday about what type of Pokemon we might find at our zoo; what if the zoo could strategically place Pokemon?
What are some issues that need to be addressed?
  • Accessibility barriers. Already, my color-blind husband can't see the difference between the blue and purple Pokestops and has to ask me. Can options be included for blind players? Hearing impaired players? Players with physical disabilities? Let's get everyone playing.
  • Technology barriers. Let's not make immersive learning only accessible to the privileged. While desire for immersive experiences might drive buyer behavior toward technologies that can support it, if only high end smart phones can play the experiences and only people who can afford more data can play, we are cutting out major segments of the population based likely on age and socioeconomic status from participating and benefiting. Immersive learning should be available to everyone. 
  • Societal barriers. There has been nervousness already around women playing alone at night, players who are ethnic minorities worrying about accessing Pokemon in particular neighborhoods, and general unease about what a gaming experience that everyone can play everywhere might uncover about our own biases, prejudices, and fears. These are things that already exist, that game play is exposing with heightened visibility. Ironically, it has also been prompting people from all walks of life to start interacting and supporting each other. Maybe there's something to us all just playing a game together that may lessen this barrier. 

But let's end with some larger implications for learning, particularly organizational learning.

  • New hire training: tour facilities with augmented reality or virtual reality. Meet key folks in the organization. See behind the scenes production, or visit HQ virtually. 
  • Skill refinement: once the basics have been taught, present ongoing practice scenarios. Could be internal, customer-facing, or software/equipment training. 
  • Product training: provide the ability to interact with multiple customers and see how the product benefits them differently.
  • Application in context: how do you navigate a real-life complex environment effectively? Think busy retail, insurance adjusters, combat/disaster zones, crime scenes, etc.
  • Don't mind the rattata in my kitchen
  • Just in time geographically relevant support. Have a question in context? What if an app let you access training and tips relevant to where you are?  
And that's just to name a few.


So, to sum up, we need better consumer tech for immersive experiences, we can build on Pokemon Go for even more immersive design examples and applications, we need to be mindful of biases limiting access, and there's a lot of potential for organizations to leverage immersive learning to solve meaningful learning problems. Let's do this, folks!


(Related: Does anyone even use Foursquare anymore? I bet the kids don't even know what that app is...)

Thursday, August 30, 2012

Is augmented reality the new QR code?

A few weeks ago, I saw this title to an article "Augmented reality is the new QR code" and before I even read the article I had a sinking feeling in my stomach. Although the article is more of a feel-good piece about how augmented reality is usurping QR codes, let's be honest...how many QR codes were actively being used that are now being made obsolete?

I realize that I'm running the risk of ruining my "crazy emerging tech for learning girl" reputation, but I've been here before and I've learned some lessons. When a new technology starts looking for a problem to solve, it better solve that problem elegantly and quickly or the technology faces a pretty uncertain destiny.

Yes, I'm talking about you, virtual worlds...

I love innovation and I love experimenting with the potential of new technologies. I have been known on more than one occasion to quote the catchy adage that Henry Ford probably never said: "If I had asked people what they wanted, they would have said faster horses." I'm not about to rally against innovation. What I have a problem with is people making up issues to solve just because a new technology is on the scene.

I encountered this often when I was working in pharmaceutical sales training. You may (or may not?) be surprised at how often new medical conditions were marketed because a pharmaceutical company created a molecule that could treat it. Restless leg syndrome? Social anxiety disorder? While these conditions are certainly extreme enough to warrant treatment in some patients, I often questioned the threshold at which pharmaceutical intervention is warranted. No drug has zero side effects and any time we take medication, we are making the choice that the impact of the treatment outweighs the cost to our bodies. 

The same is true, albeit typically with less life and death impact, with new technologies introduced for learning. The issue with virtual worlds, to over simplify and grossly generalize, was that they were a new social communication tool that could address issues that no other technology could address as well, but the cost and learning curve were too steep to make virtual worlds a good investment of time and resources. Virtual worlds never tipped the cost: benefit ratio in their favor. 

Neither did QR codes. 

And now, although I am encouraged when I see augmented reality examples like IKEA that make total sense, I wonder if augmented reality will suffer the same fate. Is there enough of a need for us to augment reality, once the novelty wears off? Do we need reality to be more real and richly informed? How will our brains adapt to processing a new layer of sensory data over our already sensory-overloaded experiences in the "real" world? 

Innovation works when a need is filled in a new and intuitive way. We want things faster, easier and better. We want things that are social. We want things that only require incremental changes to our existing habits. We want things that help us achieve our goals or satisfy our basic human needs. We want things that help us solve our problems. 

If a new technology doesn't do these things, it won't achieve mainstream adoption. So come on, augmented reality...you're definitely "oooh! shiny!"...now show me what else you've got. 


Tuesday, June 14, 2011

Innovations in E-Learning 2011: Conference Reflections

I'm not the best conference attendee. I am really selective about which sessions I'll attend and I find that most of the most valuable conversations I have actually happen outside of the sessions. I actually only attended a couple sessions, missing several that I was interested in, so this is not a post that is going to provide you with an overview of the conference. If you'd like that, Wendy Wickham did a smashing job of that here (including her notes on my session on ARGs).

With that caveat, I had some observations on the Innovations in E-Learning symposium last week that I wanted to document as a starting point for my evolving thoughts around where the training industry is currently, and where it might go.
  • People are still all wrapped up in "devices": There are altogether too many people who are still focused on the "cool" technology. To which I say, get over it. If ANY of these technologies are going to be useful for workplace learning, their creation and design should be guided by business needs. As far as I can tell, most of them are still being led by "wouldn't it be cool if?" thinking. 
  • Invest in Windex: If many of the new technologies showcased really are the future of learning...be prepared for a lot of glass. ("What?" you say. "Glass??") Yes, glass. Evidently our future looks like big touchable screens all over the place. Its a germaphobe's worst nightmare. All joking aside...I don't buy it. From a purely practical standpoint, there's no way that I'm outfitting my house with "smart" technology that my 3 kiddos and adorable puppy are going to render useless with their grimy little paws. And I LOVE new technology. I love the futuristic thinking, but the practical realities of life may put the brakes on many of these ideas.
  • Speaking of practical realities...: There was a session I attended during which I expressed my disbelief (on Twitter) that a systems model of learning, with interchangeable SCOs (shareable content objects), was being described as "the future of learning." I am admittedly completely biased on this subject: I do not believe that people learn through linear systems of interchangeable "chunks" of information that are linked together. Mainly, its because I believe that people learn through context, not content, and that the reason why we as a learning industry are moving towards immersive learning, games, social learning, etc. is because we have seen and realize the limitations of content delivery systems in changing people's behaviors. I do believe that there is a place for content delivery, but its a small, perhaps initial, part of the learning experience. I respected the obvious thought that went into developing a prototype of this SCO delivery system, what bothered me was the lack of explanation of how the system would work in context of broader learning goals and environments. Where's realistic practice? Where's coaching, mentoring, and communities of practice? There was talk of motivation, but the example shown looked like a scaffolded, incremental improvement model. At the risk of being the grumpy old lady shaking her fist and telling those darn kids to get off my lawn, we (the learning industry) tried to make purely SCO-based learning systems work in the late 90s, early 2000s. Its an appealing thought, for sure...developing a system that facilitates systematic learning for everyone. I just don't believe that's how we truly learn. 
  • How can we better bridge academia and workplace learning?: No surprise that I was thrilled to see Chris Dede's keynote on immersive learning environments in virtual worlds; the work he's doing is amazing. Unfortunately, there's a big bridge to cross between the work being done in academia and the business problems that new learning technologies such as virtual worlds can help solve. There ARE organizations that are designing learning and collaborative experiences in virtual worlds that are addressing real organizational issues. I'd like to see more of those stories in conjunction with the academic exploration of these technologies to help close the gap of understanding how new technologies can help organizations today.
  • What is the problem you're trying to solve?: Here is the crux of my observations at the conference: it was like seeing a bunch of solutions in search of a problem. I didn't hear a lot about the organizational issues to be addressed, but did hear a lot about what the "future" looks like...mobile, social, virtual, game-based, augmented...these are all the waters I swim in with my projects and clients every day. What I think everyone struggles with is how to justify the "new" and that's because there haven't been a lot of case studies, examples, business problems that these new technologies have effectively tackled.
My conclusions? Its time for case studies. Its time for strategies to address organizational issues. Its time to focus on the design elements that will make these new technologies successful. Let's accept the fact that the future is mobile, social, virtual, game-based and augmented, because...it is. I don't think the future is made of glass; I think the future is organizations implementing these new technologies to solve business issues in new and effective ways. Right now, I'm over "oooh shiny"--there's something new and shiny every day. Right now, I want real examples and real stories and yes, real data.

Show me THOSE innovations. If you can, I promise to pass them on.



Monday, March 14, 2011

QR codes: practical design considerations

There has been so much written and talked about lately regarding QR codes, but most of what I've read has focused on the basics of what they are, trends in their use, or their pros and cons. For anyone who is interested in QR codes, I've collected a few links and references that should help you get a crash course on what QR codes are, and catch you up on the basic opinions being bandied about on their usage (or not):



My LinkedIn QR Code
Where I'd like to focus my energy are on the actual design considerations for whether or not QR codes will help you solve a problem...or if they are an "ooooh shiny" technology innovation.

Let's start with what QR codes do: they are images that you can scan from a QR reader on your phone that launch a webpage that either provides you with information or prompts you to do something. For example, someone could use a QR code on their business card to launch their LinkedIn profile where  you could choose to add them as a contact. Cool, right?

But lets look at the bigger picture. Are the use of QR codes good design?

Audience analysis: you need to have a smartphone for QR codes to be useful. There is all sorts of data available on demographics of who owns smartphones, but let's make some sweeping generalizations that less represented populations of smartphone owners are the young, the old, people with low incomes, and several minority populations. Of those people using smartphones, your audience is further narrowed by those who would actually download a QR code reader app, or have purchased a phone with one already built in. And then finally, your audience would need to know what QR codes are and see the need for using them.

The audience analysis portion of QR codes is important, because many of the potential uses (that are NOT product marketing) I see for QR codes are actually most beneficial to the young, the old, and underserved populations.

Needs analysis: So, in what situations do we need to automatically launch a website?


Yeah, um...not many.

I like the LinkedIn example I mentioned above, because I think it would be more convenient to share contact info digitally than through paper business cards. I also like some healthcare related examples, like having a QR code on prescription bottles that provides all the prescribing information. It would be helpful for food labeling to start including QR codes for nutritional information. I'd love if things that required instructions (IKEA furniture, programming a universal remote, changing the fluids on my car) could launch from my phone whenever I needed them. A lot of this is "just in time" type of information and instruction that would be really beneficial to have at the ready and using a QR code to launch that type of content could be extremely useful. In essence, I'm thinking of QR codes as "job aid launchers" and I think looking at them in that capacity could be a viable and appropriate use.

I also see the opportunity to use QR codes for game design, specifically in the design of alternate reality games (ARGs) and scavenger hunt games. Again, though, the audience analysis is key...people can't play the game if they don't have the technology they need to play.

Unfortunately, what I've been seeing is mostly QR codes being used as promotional content launch points. There's two reasons why I don't think this makes sense...

1. when you scan a QR code and it launches a website, especially for promotion, the likelihood that you are in a position to actually review the content on the website is pretty small. Let's say I'm at a conference...let's say SXSW. And there are QR codes everywhere. Am I going to be walking around with my phone, scanning QR codes and standing there reading about your site? Is that information being saved anywhere for me to review later?(answer = probably not) Wouldn't my time be better spent actually talking to people and looking at the technology? And if I'm passing out QR codes, why not just pass out marketing materials that have the website address on it so that I can take it with me and review it on my computer instead of my phone?

And 2. most QR codes aren't reinforcing your brand. I've seen some customized QR codes, but for the most part, QR codes are black and white 8-bit looking boxes that do nothing to promote your brand or your messaging. If anything, they strip the messaging away, or add an additional step for your potential customers to learn more about you. Why make your customers work harder to learn about what you can do for them?

From a designer's perspective, you want to minimize the work you make people do to get to the content that is most important to them. When you're thinking about QR codes, think about your audience, think about what you're trying to accomplish, think about the actual logistics of how they are used,  and then ask yourself...are QR codes the best solution for the need I'm trying to address or the problem I'm trying to solve?

Tuesday, March 1, 2011

Augmented Reality Games, Alternate Reality Games, and the Future of Learning


Watch live video from RELATE Live! on Justin.tv

Thank you to Rick Zanotti and Terrence Wing for inviting me to speak today on #elearnchat. You can check out the video here...including our "prep" session at the beginning! 

Monday, November 8, 2010

DevLearn 2010 Reflections

Tim and Lynn at the booth (photo: Jay Cross)
Back from San Francisco and just starting to come out of the whirlwind that was DevLearn 2010. This being our third year attending, presenting and exhibiting at the conference, I think we had some assumptions of what to expect...but I don't think we got close to anticipating the excitement, energy, and flat out level of busy that we experienced this year.

Me at the Dr. Strangelearn Information Station



In no small part, what kept us jumping was running the Dr. Strangelearn ARG. HUGE kudos to Kristen Cromer who did the lion's share of the work on the ARG, including manning the Dr. Stranglearn Information Station at the conference and co-hosting the Breakfast Byte debrief. I think both Kristen and I will be writing up our reflections specifically around Dr. Strangelearn in the next week or so; but suffice it to say, I was thrilled with the participation and level of engagement of the players and am excited to continue the conversations started this week around ARG design for organizational learning.
Talking about the future
(photo: Philip Hutchison)

The other thing that kept me busy was the 5 sessions that I presented. It didn't sound like that much leading into the conference, but wow...the speaking gigs kept me on my toes. From the ARG session on Wednesday, to Thursday's guest appearances at Mark Oehlert's Social Learning Camp and Alicia Sanchez's Serious Game Zone, then onto the Dr. Strangelearn debrief on Friday and ending with my Future of Learning Technologies session...it was a fun challenge to reframe the work that we do at Tandem Learning throughout the year for the different subjects and audiences.



I made people DO stuff...they seemed ok with it
(photo: Philip Hutchison)
The session I was most looking forward to was the Future of Learning Technologies session, and it was so much fun ending the conference with a packed room and talking augmented reality, virtual worlds, geolocation, and social media...I think we even talked holograms, jetpacks and teleportation. What was interesting in reviewing the twitterstream after the session was that the least technology-related point I emphasized seemed to resonate the most: Start with the problem you are trying to solve. In the end, all of the cool technology in the world isn't much use if it doesn't help us solve organizational issues that can't be addressed in other ways. But I digress...

Let me close with a few highlights of the conference for me, in no particular order:
  • Just being around all of you smart, interesting people. I know I'm going to miss mentioning some of you here that I had great conversations with or got to meet in person for the first time. DevLearn is still for me the one time of the year that I get to see my personal learning network face-to-face, and it was tough to walk even a few steps without recognizing a friendly face or someone recognizing mine. There's just nowhere else this happens on this scale, and it is an exhilarating ride.
      Hobnobbing at DemoFest
      (photo: Jay Cross)
  • Finally meeting Jane Bozarth. And immediately she called me out for not greeting her with the aggressive hugging that I had promised. I quickly remedied that. 
  • Hanging out in Berkeley with Clark Quinn, Harold Jarche, Charles Jennings, Jane Hart and Jay Cross, otherwise known as the Internet Time Alliance. Although I had met each of them either in person or virtually before, it was such a pleasure to spend some time getting to know them outside of the conference scene. Thank you so much for hosting a great shindig and I'm looking forward to seeing all of you again soon.
  • Another "finally got to meet" was Tom Crawford, who was just as awesome in person as he's been virtually and via phone. He also co-witnessed the Irish Raverdance (not a typo...) introduced by a certain social media evangelist and I'm hoping his phone was better than mine at capturing some incriminating video.
  • Introducing Aaron Silvers, Brian Dusablon, BJ Schone and Gary Hegenbart to the Blue Bottle Cafe.
  • Getting people moving on social media tools 
  • Visiting Mark Oehlert's Social Media Tools workshop on Tuesday and noticing that Sumeet Moghe took a picture of me and Aaron Silvers. It was GREAT to meet him and it kinda made me feel like a celebrity...until I realized that Sumeet was literally the best documenter of the DevLearn conference this year...seriously, check out his blog!
  • Comparing dresses and shoes with Alicia Sanchez and Gina Schreck. The gamer girls were bringing it with the fashion this year, seriously.
  • Talking life, love and the pursuit of happiness with Neil Lasher. I can't thank him enough for his pep talk!
  • Catching up, even if only briefly, with Cammy Bean, Kevin Thorn, Nemo and Josh from Bloomfire, Ellen Wagner, Marcia Conner, Wendy Wickham, Kris Rockwell, Stephen Martin, Michelle Lentz, Kristi Broom, Joe GanciAndy Petroski, Philip Hutchison, Steve Nguyen, Enid Crystal, Stephanie Daul, and probably another 20 people who I'll think of after I hit "Publish" on this post.
  • Being SO excited to meet Anne Derryberry and not too long after getting into serious discussions on our views on gamification and gender perspectives on games. 
  • Hearing the players of the Dr. Strangelearn ARG give great feedback, and particularly enjoying hearing the perspectives of our big winner, Rich Miller
  • Getting to know Karen Burpee and having a lot of fun talking ARGs and bullets in military slides...
  • And finally, the one interaction that will stay with me far beyond DevLearn this year, was when I met Jeanette Campos and she brought me to tears with the kind of compliment that makes you think maybe all of your hard work, passion and faith might actually count for something. Thank you, Jeanette. You probably don't know how much your kind words meant to me.
Thanks to the Tandem Learning team for their innovation and hard work both before and at the conference...Jedd, Kristen, Tim and Lynn represented on site and Jen and Marcus kept the ship moving forward in our absence.
Our Master of Ceremonies: Brent Schlenker
(photo: Jay Cross)

And last but not least! A huge thanks to the E-Learning Guild, in particular Brent, David, Heidi, Luis, Juli and Mary, who put on such an amazing conference every year. We can't wait to do it all again in Las Vegas next year!

Monday, October 11, 2010

SIEGE ARG Post-game debrief

Back from Atlanta, I barely had time to catch my breath before jumping into the next project, but wanted to share out some of our lessons learned from the latest alternate reality game (ARG) that we ran at SIEGE!


First, a HUGE thanks to Silly MonkeyGetting Girls in the Game, and Design Marbles for inviting us along for the ride. Not only was the ARG fun to put together, but it was a pleasure to work with such talented folks and I can't wait until our next adventure!

A few notes on ARG design coming out of the conference:

  • The augmented reality (AR) features in this game were new, and really got people involved in game play in a different way. We had QR codes that served as many of the clues and it was great to see how people were interacting with them. One important note for AR though--make sure your audience members have the technical capabilities to access the clues! I was surprised at the limited number of smart phones on site, but it was awesome to see people working together (and finding people with smart phones!) to access the clues. 
  • Just because they're gamers doesn't mean they'll play your game! Think about it...gamers don't want to waste their time on a game unless its fun and engaging--just like anyone else. Its absolutely essential that you design your game for engagement, understanding your audience, and providing ample information to get people involved in the game early. Subversive game play, even for gamers, seems like work when you're in the middle of a conference. Keeping game elements obvious and instructions simple goes a long way.
  • Get some celebrity endorsements. We were fortunate to be able to post our clues on the keynote podium, and Nolan Bushnell even wore a clue on his back one night! It always helps to get some prominent players involved to peak interest and get people playing.
  • Design as you go. I can't emphasize enough the importance of the puppetmaster in ARGs. As you see how people are engaging in your game, its critical that you are thinking of how to make dynamic adjustments to tweak and improve the game play experience. ARGs are not a static experience, and their execution should be as fluid and intentional as the nature of playing them. 
For more information about the SIEGE ARG, there was a really nice write up by Nettrice Gaskins for the National Alliance for Media Art +Culture (NAMAC).