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Information Scaffolding: Application to Technical Animation.

机译:信息支架:在技术动画中的应用。

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摘要

Information Scaffolding is a user-centered approach to information design; a method devised to aid "everyday" authors in information composition. Information Scaffolding places a premium on audience-centered documents by emphasizing the information needs and motivations of a multimedia document's intended audience. The aim of this method is to structure information in such a way that an intended audience can gain a fuller understanding of the information presented and is able to incorporate knowledge for future use. Information Scaffolding looks to strengthen the quality of a document's impact both on the individual and on the broader, ongoing disciplinary discussion, by better couching a document's contents in a manner relevant to the user.;Thus far, instructional research design has presented varying suggested guidelines for the design of multimedia instructional materials (technical animations, dynamic computer simulations, etc.), primarily do's and don'ts. The unique difference here is that Information Scaffolding is suggesting an initial methodology designed to address the information and educational needs of a document's intended audience. Information Scaffolding is an adaptation of well-established user-centered design approaches applied to information design in an attempt to provide "everyday" authors with a flexible and yet structured procedure for how to construct "everyday" documents capable of improving knowledge transfer.;The Information Scaffolding method is characterized by 3-pillars. The first is a learning primer designed to inform "everyday" authors about a few key concepts related to learning, including the number of cells in the brain and the roles of prior knowledge and attention in learning. The second is a set of methods which help "everyday" authors begin to construct audience-centered documents, tailored to a unique audience. The two key methods for audience assessment are the concept inventory and the audience demography. The third is a set of 7 design heuristics which are suggested design principles aid the author with information design. These 7 principles are: Information Metaphor, Conceptual Chunking/Information Density, Wayfinding & Navigation, Prioritization of Key Information, Temporal & Spatial Relationships, Global & Local Perspectives and finally the use of Complementary Media.;This dissertation is an introduction to and analysis of the Information Scaffolding method as applied to the design and construction of short technical animation projects. This dissertation begins with an introduction to the foundations of the Information Scaffolding method. The second portion of the dissertation is devoted to the evaluation of the Technical Animation Research Study, which uses a combination of qualitative and quantitative methods. The dissertation concludes with a revision of the Information Scaffolding method presented in light of the study's results.;How and under what circumstances does the Information Scaffolding approach aid in the construction of technical animations? The evaluation of the Information Scaffolding method is a simple author-directed, user-centered approach to improved understanding, and begins in this dissertation by looking at the technical animation process and products from three perspectives: 1. Author Scaffolding. Scaffolded Design Implementation: How do the authors implement the Information Scaffolding Framework? 2. End Users/Intended Audience - Audience Perceptions & Comprehension. What are the perceptions and the degree of comprehension of the animations by audience members? 3. Content Analysis: What characterizes the content of the finished product?;Conclusions: When scaffolded projects were authored by students without formal scaffolding training, the scaffolded projects were more memorable than the unscaffolded projects (memory being the precursory step to learning). Participants also felt that the scaffolded projects provided a more complete description of the devices. Additionally, audience members estimated that they would need to watch scaffolded projects fewer times in order to be able to explain the assembly and operation of the described devices.;After the characterization and ranking of test bed Technical Animation projects, the major insight was that groups who had a small number of well articulated message goals ranked best in all measures, including audience perception and comprehension, project grade and content analysis.;The research study revealed opportunities for iterative improvement of the 2008 version of the Information Scaffolding methodology. The revised methodology includes: a learning primer reading requirement, a revamped set of questions for the audience demography, a document mission statement of purpose, and a more structured process for integrating the results of the concept inventory and audience assessment.;Six new considerations presented themselves as a result of this study: Project Framing, Project Storyline, Time Design, Vocabulary & Nomenclature, Misperception & Misconception, Visual Distinction. Each of these concepts is represented in the Information Scaffolding methodology in a form accessible to the "everyday" author.
机译:信息支架是一种以用户为中心的信息设计方法。一种旨在帮助“日常”作者进行信息撰写的方法。信息支架通过强调多媒体文档目标受众的信息需求和动机,对以受众为中心的文档给予了极大的重视。此方法的目的是以一种结构化信息的方式,使目标受众可以对呈现的信息有更全面的了解,并能够将知识纳入将来的用途。信息脚手架希望通过以与用户相关的方式更好地整理文件的内容,从而增强文件对个人以及更广泛的,正在进行的纪律讨论的影响的质量;到目前为止,教学研究设计提出了各种建议的指导原则对于多媒体教学材料(技术动画,动态计算机模拟等)的设计,主要是做与不做。此处唯一的区别在于,信息脚手架提出了一种旨在解决文档目标受众的信息和教育需求的初始方法。信息脚手架是对信息设计应用的完善的以用户为中心的设计方法的改编,旨在为“日常”作者提供一种灵活而结构化的程序,以构建能够改善知识转移的“日常”文档。信息脚手架方法的特点是三支柱。第一个是学习入门,旨在向“日常”作者介绍与学习有关的一些关键概念,包括大脑中的细胞数量以及先验知识和注意力在学习中的作用。第二种是一套方法,可帮助“日常”作者开始构建针对特定受众的以受众为中心的文档。受众评估的两个关键方法是概念清单和受众人口统计。第三是一组7种设计试探法,建议采用设计原则来帮助作者进行信息设计。这七个原则是:信息隐喻,概念块/信息密度,寻路和导航,关键信息的优先级,时空关系,全局和局部视角以及最终使用互补媒体。信息脚手架方法应用于短期技术动画项目的设计和施工。本文首先介绍了信息脚手架方法的基础。论文的第二部分致力于对技术动画研究的评估,该研究结合了定性和定量方法。论文最后根据研究结果对信息支架方法进行了修订。信息支架方法如何以及在什么情况下有助于技术动画的构建?信息脚手架方法的评估是一种简单的以作者为导向,以用户为中心的方法,可以提高理解度,并且本文从三个方面着眼于技术动画过程和产品,从而开始了本研究:1.作者脚手架。脚手架设计实现:作者如何实现信息脚手架框架? 2.最终用户/目标受众-受众感知和理解。观众对动画的理解和理解程度如何? 3.内容分析:什么代表了成品的内容?;结论:当脚手架项目是由未经正规脚手架培训的学生编写的时,脚手架项目比无脚手架项目更让人难忘(记忆是学习的先行步骤)。与会者还认为,脚手架项目对设备进行了更完整的描述。此外,听众成员估计他们将需要更少地观看脚手架项目,以便能够解释所描述设备的组装和操作。;在对测试台技术动画项目进行表征和排名之后,主要的洞察力是他在所有指标(包括听众的理解和理解,项目等级和内容分析)中都有少量明确表达的信息目标,这是最佳的。该研究报告显示了迭代改进2008年版信息脚手架方法的机会。修订后的方法包括:学习入门读物的要求,针对受众人口统计学的一组经过改进的问题,文档任务目的说明以及用于整合概念清单和受众评估结果的更加结构化的过程;提出了六个新的考虑因素这项研究的结果:项目框架,项目故事情节,时间设计,词汇和术语,误解和误解,视觉区别。这些概念中的每一个都以“日常”作者可以访问的形式在信息支架方法中表示。

著录项

  • 作者

    Newman, Catherine Claire.;

  • 作者单位

    University of California, Berkeley.;

  • 授予单位 University of California, Berkeley.;
  • 学科 Mechanical engineering.;Information science.;Instructional design.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 116 p.
  • 总页数 116
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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