- there is a "black box" between the ADDIE phases ... how does an instructional design turn into instruction?
- in our professional experience there is a gap between the skills and responsibilities between instructional designers and production specialists
- the design skills of both instructional designers and production specialists are incomplete
- brings people with different skills together early in the design process
- requires the use of complementary skills for producing effective designs
- allows a glimpse inside the "black box"
A survey of literature shows that many instructional designers and theorists recognize the potential value in rapid prototyping for ISD, and recognize that the inclusion of rapid prototyping in the ISD process requires fundamental changes to that process.
- early modelling of the product (Tripp & Bichelmeyer, 1990)
- expert system (Li & Merrill, 1991)
- participatory design (Schwen, Dorsey & Goodrum, 1993)
- formative evaluation (Northrup, 1995)
- efficient production (Appelman, Pugh & Siantz, 1995)
- user-centered design (Sugar & Boling, 1995)
- context-sensitive design (Tessmer & Wedman, 1995)
- tool for thought (Rathbun, 1997)
- tool for usability testing (1996)
"The health of ISD ... depends on the ability of its practitioners ... to develop a user-designer approach to the ISD process, which:Reigeluth, C. M. & Nelson, L. M. (1997). A new paradigm of ISD. In R. M. Branch & B. B. Minor (Eds.). Educational Media and Technology Yearbook (Vol. 22). Englewood, CO: Libraries Unlimited Incorporated, Inc.
- conceives of the ISD process as a series of design decisions, each of which requires a cycle of analysis, synthesis, evaluation and change (ASEC),
- attends more to the needs of, and ISD's impact on, its supersystems;
- includes all stakeholder groups in the ISD process: and
- envisions a fuzzy image of the instruction early in the ISD process."
We believe that the new paradigm of ISD is dependent on visualization as a method for realizing most of its major premises:
- "fuzzy vision"
- inclusion of all stakeholders in the process
- analysis - synthesis - evaluation - change cycles
- user-designers.
The creation of a temporarily tangible form for emerging concepts and designs.
- extends internal dialogue between designer and concept to include image
- making internal dialogues available for external scrutiny and understanding between designers, stakeholders, and users
- allows users to participate as designers in the process
Examples of Prototypes
Samples shown at the conference:
- conceptual prototype developed with user-designer collaboration
- conceptual prototype showing interface interactions for communication with stakeholders
- rapid prototype of simulation environment created from pencil sketches and made interactive to convey the experiential qualities of the program
- animation test conducted early in project to convey "real person" quality of sequences to be used in a simulation
- high-fidelity prototype of a self-study CD-Rom-based program used for standard usability trials with target audience
- individual designers need an extended skill set
- ISD programs have to teach visualization explicitly
- the profession must place increased value on nontextual forms of communication in the design process
- professionals must accept uncertainty and change in the ISD process