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Tag: Design

Blog redesign: October 2012 edition

(Email and RSS subscribers will need to click through to see the change)

I’ve felt for a while that I should make this blog better suited to mobile interfaces and, in particular, touchscreen devices. This is known as responsive web design and I’ve been particularly impressed with Microsoft’s ‘Metro’ design language leading to a tiled approach on Windows smartphones. To my eyes it seems streets ahead of Apple’s skeuomorphism.

Yesterday, when I was browsing architecture blogs and came across the Contemporist site, it reminded me of that clean, touchscreen-friendly approach:

Contemporist blog

I did something I always do when I see blog themes I like: right-clicked to ‘View Source’ as you can tell which blog theme is being used. Judging by the CSS it’s a custom job, meaning I couldn’t simply download the same theme.

That was a shame, but it spurred me on to look for Metro-inspired blog themes. I was looking for something with a tiled, fairly squarish look but that didn’t scream Microsoft. Beautiful though it is, the Subway WordPress theme (from €39) was out of the question. I’d have looked like a Microsoft fanboi:

Subway Metro theme for WordPress

I also found the MetroStyle theme ($45), which I rejected for having too many boxes at the top:

MetroStyle WordPress theme

I downloaded and installed the WP Metro theme (£FREE), but I had trouble making it look decent with my content:

WP Metro theme for WordPress

In the end, after considering signing up to a course to get the Anaximander theme, I decided to pay $35 for a WordPress theme entitled Metro:

Metro theme for WordPress

Like many premium themes it comes with an extremely easy-to-use configuration dashboard in addition to the usual WordPress options. Nevertheless, old habits die hard and I delved into the CSS to tinker about a bit!

I hope you like what you see, and if you want to see the ‘responsiveness’ in action, either resize your browser window or visit this site on a mobile device. It’s only my first attempt – I’ll be tinkering around making improvements here and there over the next few weeks.

Any feedback is gratefully received!

Notes:

Informal learning, gaming, and #openbadges design

Burnout Paradise

One of my favourite games for the PlayStation 3 is Burnout Paradise. Apart from the racing and being able to take down cars in spectacular ways, one of the reasons I love it is because it’s a non-linear game.

What do I mean by that?

I mean that after a (very) lightweight introduction, the whole map is open to the player. You’re guided through the mechanics of the game as you play it, and you can choose what you want to do next. If you just want to drive around, that’s fine. In fact, there’s ‘challenges’ to complete (smashing through billboards, etc.) if that’s all you want to do. By driving around you actually discover some of the ‘formal’ challenges like races as well as the auto repair shops.

Burnout Paradise - map

Every now and again, either through winning races or completing stunt challenges you’ll unlock a new car. But you still have to go and find it and take it down. And there’s also the ‘stealth’ achievements you unlock unexpectedly. It’s a compelling, very rewarding game in its own right, never mind being able to play live online against other human opponents!

Recently, within the Mozilla Learning team we’ve been discussing the non-linearity of badge systems and how interest-based learning can be scaffolded and assessed. Obviously the assessment is ultimately going to lead to Open Badges, but a few of us feel that we can’t merely replicate the existing structures found in formal education. There’s not much point in using badges if the learning design still talks about a ‘101’ class or uses a Beginner/Intermediate/Advanced approach.

The question has come up, as it always does, about pre-requisites. There’s no getting away that some learning is built upon prior knowledge, the argument goes. That’s certainly true, but there’s ways of motivating the learner to want to undertake that prior learning. That way is by appealing to their interests.

As with anything new, the easiest way to get at what we can do is through metaphor. In this case, I think that a video game serve as a very useful model for what we want to do. Start with the player (in this case the learner) and scaffold experiences around them.

Does that make sense?

My thesis is your thesis.

dougbelshaw.com/thesis

Ever since 2007 when I started writing it, I’ve shared what I’ve written towards my Ed.D. thesis over at http://dougbelshaw.com/thesis. Today, given that I was a bit too ill to write for sustained periods of time (during the annual leave I took off specifically to do so) I decided to update and tidy it up a bit. It now reflects:

The design was inspired by this site and pimped with a bit of Media Query viewport: goodness so it looks half-decent on iPads.

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