Designing for Human-Centered Curricular Experience - A Study on Engaging Academic Career Management System Interface Design

Orlando João Borges, Y. Doh
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引用次数: 3

Abstract

This paper is a study on engaging Academic Career Management Interface design. We approach the Academic Systems from a User Experience (UX) perspective. We identified three interrelated users: the Student, the Faculty and the Employer. For the Student UX, the system is an academic career experience, with decision-making and resource management in the design problem space. We developed a solution space of managing the academic career with elements of simulation games focused on decision-making process and continuous development with a series of turning points. Management game interfaces improve decision making by organizing Information Seeking (overview, filter & zoom, details on-demand) in a meaningful experience metaphor. To make it interesting and meaningful, we use experiential learning game elements such as cover story and clear goals. The metaphor interface suggested for the academic career game was the garden of knowledge to influence a systemic view of knowledge in a familiar and universal structure. We concluded that a redesign of academic systems coherent with Educational goals by using a Serious Game UX for the Student would help overcome the Information Seeking barriers and increase awareness and engagement on the academic career decision-making processes.
以人为本的课程体验设计——参与式学术生涯管理系统界面设计研究
本文是一项从事学术生涯管理界面设计的研究。我们从用户体验(UX)的角度来看待学术系统。我们确定了三个相互关联的用户:学生、教师和雇主。对于学生用户体验来说,该系统是一种学术生涯体验,在设计问题空间中进行决策和资源管理。我们开发了一个管理学术生涯的解决方案空间,并结合模拟游戏元素,关注决策过程和一系列转折点的持续发展。管理游戏界面通过在有意义的体验隐喻中组织信息搜索(概述、过滤和缩放、按需细节)来改进决策制定。为了让它变得有趣和有意义,我们使用了体验式学习游戏元素,如封面故事和明确的目标。学术生涯博弈的隐喻界面是知识花园,在一个熟悉和普遍的结构中影响系统的知识观。我们的结论是,通过为学生使用严肃游戏用户体验来重新设计符合教育目标的学术系统,将有助于克服信息寻求障碍,提高对学术生涯决策过程的认识和参与。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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