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- would be good to create some narratives or "story-boards" (and/or mindmaps) of use-cases of encountering and using a "dashboard"
- would be good to think of some non-typical learning situations (e.g. I want to improve my public speaking skills, or I want to learn to dance)
- public speaking goal - might include tracking of e.g. number of spoken "ums or ahs", speech rate, volume, repeated words
- one sub-goal might be the reduction of prep time or reduction of anxiety or both
- want to be able to incorporate peer-review feedback (choose trusted peers and solicit/track their feedback on personal progress)
- need to track what is discarded (doesn't work) as well as what works
- before a match can be made between me and a thing that meets my needs, I need to get to know "me" i.e. understand my own needs
- but a part of this process of acquiring self-knowledge is through trial-and-error matching
- example of the King Keyboard - design developed through a complex evaluative process which took into account both frequency of keystroke as well as mobility and range of motion needs
- an example of how we might provide a way for users to build self-defined evaluations from available building blocks - to allow for the evaluation of success based on complex combinations of parameters (like frequency of keystroke + typing-error tracking) - e.g. to feed into the creation of a personalised keyboard layout
- can we build some examples of this?
- transparency of adaptations - give user ability to know what adaptations have been made if they want to - so they can apply it elsewhere
- learning sequences should be self-defined (i.e. subject matter, levels - e.g. I can learn math by studying music)
- consider an academic example of a challenging subject e.g. division
- how do we introduce the concept to a learner who has no prior knowledge, where do we begin?
- use a real-world example? consider the example of Turtle Geometry and using the movement of the body (e.g. division as one big step vs. several small steps)
- how can we create an experience of playful self-discovery - like a quest game that tracks and quantifies progress
- consider examples like Scratch