Media and information technology plays an integral role in the design of 21st century public learning environments such as museums and libraries. Facilities and relevant technology systems must be strategically designed with users at the centre as they explore and search, extract and collate, collect and visualise, annotate and share, save and transfer a diverse range of media formats including text, sound, graphics and video.
A core competency in providing inclusive and meaningful access to technology-mediated library assets is Interaction Design (IxD). Closely linked to service design, IxD aims at designing frameworks to guide people’s interactions with information, media, systems, and service personnel.
The Smart Living Challenged Zone was installed at the Two Oceans Aquarium in November 2015 to create awareness around the sustainability issues of water, waste, energy and biodiversity.
Just under a year later, and with up to 1200 visitors to the exhibit each day, we commissioned Anne Van de Poel, a Dutch researcher living in Cape Town, to evaluate the Smart Living Challenge Zone.
Earlier this year, the Technical Association of Pulp and Paper Industry of South Africa (TAPPSA) has asked Michael Wolf a couple of questions for their journal around e-Learning and technology in South African classrooms.
Education can benefit from ICT in a host of different areas from organisational management to learning tools, but what is the most powerful opportunity of all?
If you visit Masiphumelele Primary School in Cape Town’s Khayelitsha today, you are in for a surprise. A previously unused classroom has been transformed into a vibrant, energetic space where children are able to have fun and learn at the same time. The Learning Innovation Design Lab allows learners from previously disadvantaged communities to engage with technology through computer games and creative workshops. The initiative has already inspired an interest in information technology and design in roughly 100 children who may not have been previously exposed to them.
As a specialised design consultancy for interactive learning environments and tools, Formula D interactive has gained valuable project experience in designing non-traditional interfaces for digital educational content and tools in the culturally diverse context of South Africa. The aim of this paper, the final version of which has been published by Springer is to share the company’s experience in the field using prominent examples of their recent work, related research and user testing in order to discuss the merit of large-scale interactive surfaces, gesture-based and tangible interfaces in culturally diverse contexts. The company’s work includes interactive displays for science centres and museums as well as digital learning tools for classroom environments.
Earlier this week, Games for Change, a non-profit that catalyzes social impact through digital games, announced the 2013 finalists for the Games for Change Awards in the following categories: Most Significant Impact; Most Innovative; Best Gameplay; and Game of the Year. The annual awards are designed to celebrate excellence in the year’s best “games for change.” The finalists were selected by a blue ribbon jury and the awards will be presented to winners during the 10th Anniversary celebration of the Games for Change Festival in NYC on Tuesday, June 18th 2013.
An interview with designer Scott Chapman about designing the Eskom Energy Planner game
Recently Formula D interactive designed the Eskom Energy Planner Game to educate people on the different power generation technologies in an entertaining way. The online game allows players to take custody of a virtual city’s power plan and seek a balance between the most efficient technologies currently available and the most environmentally friendly ones. Players must also take into account the varying costs of production of the different technologies and face the challenge of maintaining an economically viable mix of all of these elements. We asked Scott Chapman, multimedia designer at Formula D, who was heading the development team at Formula D, what it takes to design an educational game like this.
We all know it; it is the mantra of our time: Our lives have changed a lot in the last years through information and communication technology. It has changed the way we work. It has changed the way we communicate. New technologies like mobile computing, new tools and interfaces not only have a major impact on our work and social experiences, we can rightly claim that they have improved our lives in various areas. Unfortunately, this is not the case in the field of education. Here, it seems as though things are moving slower than anywhere else. The following article proposes various engagement points for interaction designers to make technology count for education.
The Recycling Floor projection Game educates players about different recyclable materials and how they can be identified. Located some thirty-eight kilometers north west of Port Elizabeth, Uitenhage was historically known as the ‘garden town’ of the Eastern Cape. Over the years, as its population has expanded, waste has become a visible problem in the area. […]keep looking »