Mobile usability guidelines presented at STC Summit 2012 in Chicago, Illinois.
. Define the Mobile Content Strategy• What your mobile customers want• Mobile tasks and context• How this will address their mobile needs• Align with competitors’ mobile offerings• An app or a mobile-friendly web site• The target mobile devices• Mobile architecture • Structure • User experience, interface • User assistance • Context-sensitivity • Accessibility• Content management metadata and tagging, output formats, testing, translation, distribution, feedback, analytics, updates, resources, schedule, budget, tools, process, development…Marta Rauch, @martarauch “12 Key Mobile Usability Guidelines to Implement Now” STC Summit 2012 Copyright 2012. 17
From 2 April to 14 May 2011, MobiMOOC was organized by Inge de Waard and she remained present throughout the duration of the course both as one of the facilitators and the overall coordinator. The six-week course focused on mobile learning (mLearning) and used the MOOC format to deliver course resources and interact with all the participants. The course was free to anyone interested in the topic of mLearning.
Emerging technologies allow users to connect to classroom projection systems from mobile devices, including tablets and some smartphones. Such tools can change the character of interaction in the classroom by allowing multiple users to easily access the projector and by enabling projection of mobile-device features such as free-hand drawing. Freeing an instructor or student presenters from a lectern or other fixed projection station can increase engagement and collaboration in an educational setting.
No more MetaPlace? Blame Steve Jobs... The iPhone killed virtual worlds.
This was just a going to be a quick post to share the link to an very insightful editorial on the rise and fall of the 3-D Web and the virtual revolution. Although the editorial focuses more on virtual worlds as a component of the video game industry, it definitely captures the way they burst onto the scene as a contender for the “next big thing” only to be overshadowed by services that reduced their appeal to the barest possible component, social interaction.
Just as remarkable as the power of mobility, over everything from love to learning to global development, is how fast it all happened. It is hard to think of any tool, any instrument, any object in history with which so many developed so close a relationship so quickly as we have with our phones. Not the knife or match, the pen or page. Only money comes close—always at hand, don’t leave home without it. But most of us don’t take a wallet to bed with us, don’t reach for it and check it every few minutes, and however useful money is in pursuit of fame, romance, revolution, it is inert compared with a smart phone—which can replace your wallet now anyway.
A new report, The Civic Tripod for Mobile and Games: Activism, Art and Learning, was published a few weeks ago through the International Journal of Media and Learning. It was written by three PhD candidates, Susana Ruiz, Benjamin Stokes, and Jeff Watson, whom I’ve worked with closely since I came to USC three years ago. Susana and Jeff are both game designers who are completing their work through the USC Cinema School’s iMAP program, while Ben is doing his PhD in Communications through USC’s Annenberg School. Watson completed his PhD this past summer.
Donovan Group Inc. , www.donovangroup.ca, today released the latest in its Tweep in Profile® podcast series, offering thoughtful insight into the emerging trends that organizations need to be capitalizing on, with guest Shel Holtz of Holtz...
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