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Showing posts with label iPhone. Show all posts
Showing posts with label iPhone. Show all posts

Wednesday, July 15, 2009

iPhone makes data look sexy

Learning professionals need to interrogate and understand data. Whether you're interpreting the LMS access logs of your courseware, checking out your blog and wiki usage, quantifying Kirkpatrick's Four Levels, or devising statistical instruments and analyzing data for your latest white paper, you need to look at and manipulate long columns and rows of information. (What RoamBido you mean you don't do any of that stuff? Are you in the right job?)

iPhone users now have another way to access and view their spreadsheets and charts: software development house MeLLmo have released RoamBi, an app that lets you view the static data from spreadsheets and tables as interactive charts that are published via an teh iPhone or iPod Touch. The free-to-use RoamBi Visualizer app is available for download from the iTunes App Store.

The RoamBi app displays data on your iPhone, giving you access to your stats and figures from your free-to-use online RoamBi account. The app works well with CVS- and Microsoft Excel-formatted data, and can manage Salesforce.com account reports, business process outsourcing (BPO) key performance indicators. Users of the enterprise version of RoamBi can also import SAP Crystal Reports and SAP BusinessObjects Web Intelligence data into the app.

According to MeLLmo’s Santiago Becerra,

It’s the first real enterprise-grade app that allows users to transfer all the info they use on a day-to-day basis onto the iPhone.

Your spreadsheet, BPO and KPI data is stored on the app’s accompanying Web site. Developed in Adobe Flex (the open source Flash-based framework for building and maintaining expressive web applications), you upload your content to RoamBi Designer, where you can customize views for delivery to the iPhone. The finished views are published from the Web tool to your phone through an Amazon-hosted server. MeLLmo state that the resultant outputs are

like a mini-app that allows you to navigate through a particular set of data in a way that feels very natural to you.

RoamBi has a number of views including

  • CataList - organizes data into different hierarchical levels, interpreting those levels based on the metadata from the spreadsheet.
  • Cardex - a 3-D rolodex-style view of records
  • Pie View - presents data a spinnable pie chart
  • SuperList - displays data in a tabular format with fixed column and row titles.

I recently commented on the growing acceptance of the iPhone as an enterprise-level communications solution. I would assert that we are now beginning to see the emergence of a virtuous circle: now that the popular demand is there, software houses will invest in developing productivity apps like RoamBi, which will in turn drive more business users to the device, which will result in more business functionality being ported to the device. I hope this will lead to an upswing in the number and range of knowledge-sharing, informational, and educational applications for this and other personal mobile devices.

--

Monday, July 6, 2009

iPhone: Now an Enterprise Communications Solution

In February I blogged on the Apple iPhone, Flash, e-learning, and m-learning: as a new iPhone model and a new version of the operating system are both being rolled out, I think it's a good time to revisit the topic.

You may recall back then I wrote:

I have been an Apple iPhone 3G owner and user since the model was released here in Ireland in mid-2008. Since I acquired the device, I’ve come to rely on it to manage my e-mail accounts, utilize my time, play music, video, take notes (text and audio), and generally be more productive. I’ve Twittered, Quittered, Facebooked, YouTubed and blogged.

Five months later, I have added e-learning course management, and even Skyping to my ever-growing range of iPhone-compatible activities. It seems I'm not alone in my view that iPhone is more than just another device.

According to Forrester analyst Ted Schadler, the iPhone

drives business culture change; it gives employees freedom to choose their own tools; and it changes the support model to self-service. But the real payoff of iPhone and similar mobile Internet devices is that it is a new platform for delivering content and collaboration applications to an increasingly mobile workforce.

(2009 p.1)

This assertion is remarkably positive, doubly so considering the source of the comment: Forrester, in common with the 'other' major industry analyst organization Gartner, are notable for their disdain of Apple products. In December 2007, Forrester's Benjamin Gray et al published The iPhone Is Not Meant for Enterprises, a six-page report more commonly known by its subtitle The Top 10 Reasons Why We Recommend That IT Not Support It. In this document, Gray and his team leveled a number of criticisms at the device. Among them:

  1. Doesn’t natively support push business email or over-the-air calendar sync.
  2. Doesn’t accommodate third-party applications, including those internally developed.
  3. Doesn’t support securing data on the device through encryption.
  4. Can’t be remotely locked or wiped in the event of a lost or stolen device.
  5. Lacks a hard keypad that provides feedback, which isn’t ideal for rapid and accurate input.
  6. Has limited service provider support and its carrier lock-in inhibits flexibility.
  7. Comes with a premium price tag.
  8. Is only the first generation of the device.
  9. Lacks a removable battery, so when the battery dies, so does the unit.
  10. Lacks case studies of firms that have deployed it enterprise-wide.

Since 2007, Apple has worked assiduously to counter most of the deficiencies of the iPhone. A number of business-focused enhancements were integrated in the release of iPhone OS 3.0 on June 17, including:

  • Added on-demand to require VPN login where needed.
  • ActiveSync calendar synchronization issues fixed, and added CalDAV support.
  • Encrypted device configuration profiles that are prevented from being deleted.
  • New policy capabilities, including disabled cameras.
  • Encrypted backup to the desktop through iTunes on PCs and Macs.
  • New device functionality, including cut-and-paste, device search, and click-to-call.
  • A thousand new developer APIs enabling developers more ways to build custom applications.

According to Forrester:

The iPhone’s intuitive interface, superior browsing experience, and rapidly evolving developer tool kit make content-centric applications far more appealing on an iPhone than on a BlackBerry or Windows Mobile device. While BlackBerry is still the email and calendaring winner, iPhone devotees do make the shift to typing on glass.1 It’s also important that Apple isn’t linking its mobile future solely to mobile providers. The iPod Touch delivers most of what enterprises need over 802.11, lacking only GPS and 3G network access.

For enterprises, this makes an iPod Touch a viable addition to a BlackBerry or Windows Mobilecentric strategy. ...Should you consider supporting iPhone? At least three companies say yes.

(2009, p.1)

In Oracle (one of the organizations Forrester spoke to) employee demand drove the company to adopt the iPhone. In Kraft Foods, the device has becomes a totem to demonstrate that their IT division is serious about supporting culture change. By January 2009, almost half of Kraft Foods’ mobile users have iPhones, with about 400 new iPhones ordered each month.

In Amylin Pharmaceuticals, the "passion" (p.3) and sponsorship of a C-level exec who has long advocated offering more user choice for mobile devices and open platforms for computing saw the iPhone as an opportunity to give employees the mobile capabilities they were asking for. The iPhone has become the company’s “enterprise netbook,” with support for the campus-wide wireless network. They have also found the iPhone “easier to support than other mobile platforms.”

Based on the evidence supplied by these an other organizations, the iPhone offers genuine workplace benefits including "self-service, empowered employees, and mobile iPhone 3G Scollaboration" (p.4). Notably, employees were willing to "vote for freedom" by buying their own iPhone rather than take a company-supplied PDA. Ted Schadler states that if an iPhone makes an employee happy - and more productive, then supporting it delivers collateral benefits of a more content workforce, and a new line of communication between IT and employees.

With the continuing growth in business- and productivity-centered iPhone apps, mobile collaboration opportunities are greater for the iPhone than for pretty much every other PDA. What begins as a better user experience is consolidated by an enhanced developer tool kit in OS 3.0 and the continuing maturation of the iPhone ecosystem.

Forrester say that anyone who has used both iPhones and BlackBerry will confirm that "the internet feels natural on an iPhone and a like chore on a BlackBerry" (p.8). Document viewing, WebEx presentations, and Internet access are better on the iPhone.

As developers build new applications for SharePoint access, data analysis, multiway conferencing, and training, the workforce can leave their laptops at work."

(p.8)

In the workplace context, communities of practice for the iPhone can lower support costs. All three firms discussed here have iPhone wikis so that employees can support each other. This "community-led support model" (p.8) may be new for many organizations, but it's effective where the iPhone is concerned.

In Kraft Foods, their early adopters provide better support than their IT team can. As a bonus, Kraft Foods sees a growing desire for self-service that is driving a workforce culture change. It expects to see similar changes in other areas in the future. Even from a financial perspective, data plans for other mobile devices are more expensive than the consumer plans (US telecom provider) AT&T is offering for iPhones. This company was able to reset its baseline plan pricing 30% lower for all phones because it supported iPhone.

As with the emergence of non-formal and informal learning in organizations, and the growing pervasiveness of social media tools for collaboration in enterprises, it seems that the demand for, and growing acceptance of the iPhone as an enterprise-level communication, collaboration, and learning platform is due to people power. Despite the declamations and derogatory noises of industry analysts it seems that, like all politics being local, all communication is ultimately personal.

A phenomenon of the popular adoption of Web 2.0 technologies in society-at-large seems to be a concomitant shift in the culture. Beginning in 2008 and gathering momentum ever since, we have noted again and again that people are less willing to accept what they are told, and are making choices based upon their own experience, judgment, and from information more likely supplied by peers than from opinions delivered from “upon high.” So it has gone for traditional media channels. So will it go for enterprise communication?

You decide.

___________

References:

Gray, B., Whiteley, R., Silva, C., & Dines, R.A. (2007). The iPhone Is Not Meant For Enterprises: The Top 10 Reasons Why We Recommend That IT Not Support It. Internet: Available from http://www.forrester.com [Accessed 16 April 2009] Subscription or Purchase Required.

Schadler, T., Brown, M., Gray, B., & Burnes, S. (2009). Making iPhone Work In The Enterprise: Early Lessons Learned. Internet: Available from http://www.forrester.com [Accessed 16 April 2009] Subscription or Purchase Required.

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Wednesday, May 20, 2009

Educate: An E-Learning iPhone App with Potential

iKonstruct got in touch with me yesterday to let me know about the launch of Educate; an iPhone/iTouch app for teachers.

Here's what they say about Educate:

Featuring inbuilt lesson planning, student tracking, teaching strategies and eLearning tools, Educate provides teachers with a holistic approach to engaging students in 21st century learning environments.

While the iApp is not yet available via the iTunes Store, you can check out their website for more information about Educate in action.

According to their website, Educate's key features include:

educate1 Lesson planning Educate's inbuilt weekly planner keeps all your planning in one place. Personalize your weekly timetable and plan for individual lessons all from a single interface
educate2 Effective teaching strategy implementation Access easy to follow strategies for engaging students in your lessons. Choose from a variety of individual or collaborative activities directly aimed at improving learning outcomes.
educate3 Student attendance and progress monitoring Quickly and easily track student attendance or performance in all your classes via ready made scales. Update records as you teach and export to your PC, Mac or Learning Management System
educate4 Collaboration with other Educate users Use your Facebook account to connect with other Educate users to discuss pedagogical practice, suggest application features and seek support
educate5 Engage with eLearning Post content to your Moodle learning space, anytime, anywhere. Also, access critical tools such as a voice recorder for anecdotal notes, a camera that allows you to tag images and a stopwatch for time-critical tasks

This short video outlines the product's features.

(Alternatively the video is available on YouTube here)

I think that this app has a lot of potential for educators, and I’ll be following its progress with interest. I’ll certainly review it when it becomes available.

More on instructional design tomorrow.
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Wednesday, March 4, 2009

M-Learning: Challenges to E-Learning Pro’s

In the context of m-learning, the challenge to e-learning professionals is to be smart about how learning content is distributed via mobile devices.

Now read on...

I started this series of posts about using the iPhone - and by extension the multitude of Converged Media Devices (CMDs) - with the goal of understanding approaches to leveraging the rich potential of personal media players.

In the course of articles to date, I have looked at

  • The implications of poor media player client support on mobile devices
  • What is M-Learning?
  • Learning theories applied to M-Learning
  • Learning opportunities supported by CMDs
  • Practical applications of M-Learning

Based upon the research that I have undertaken, I would assert that the iPhone (as it currently exists) is not an appropriate learning channel for converged multi-media delivery of instructional content as I stated here:

[A CMD like] the iPhone is not a powerful computer: it is a Web-enabled Portable Digital Assistant (PDA). I would suggest that in many consumers’ minds that to be able to surf the internet in a full-featured Safari browser on the iPhone means that it’s a “real” computer. Apple surely want to manage users’ expectations.

Yet, the device obviously has huge potential to delivery information, knowledge, and learning. The challenge to e-learning professionals is to be smart about how learning content is distributed via this channel - in a sense, where it fits in the learning value chain.

learning_channels

Figure 1. Parameters for learning channel selection

Given that mobile devices like the iPhone cannot deliver integrated, immersive learning deliver, I would suggest that the most practical approach to using these devices in an e-learning context is to use these devices as a learning platform, and to supply content based upon the precepts of a modified cloud computing model.

Learning Platforms

According to the UK Dept. of Education and Skills (DfES), a Learning Platform (LP) is

a generic term to describe a system of information and communication technologies that is used to deliver and support leaning.

We can say that while learning platforms can vary considerably, each should provide the following range of ICT-based functions:

  • Content management - enabling teaching staff to create, store and repurpose resources and coursework which can be accessed online
  • Curriculum mapping and planning - providing tools and storage to support assessment for learning, personalization, lesson planning etc.
  • Learner engagement and administration - enabling access to pupil information, attendance, timetabling, e-portfolios and management information
  • Tools and services - providing communication tools such as e-mail, messaging, discussion forums and blogs.

A learning platform brings together hardware, software and supporting services to enable more effective ways of working within and outside the traditional learning contexts including classrooms. A learning platform is not a single 'off the shelf' product, rather it's a collection of tools that are designed to support teaching, learning, management and administration.

A high-performing learning platform should be embedded in the behaviors and culture of the learner, and should offer a wide range of benefits to educators, learners, managers and administration.

Practical benefits to trainers

An effective learning platform will enable trainers to:

  • Create and share training materials which can be accessed online (including via portable media devices), printed, or used with an interactive whiteboard
  • Put their resources online page by page, lesson plan by lesson plan, so colleagues can access them from multiple locations
  • Access a wide variety of learning materials that they can customize for the exact needs of their pupils
  • Access lesson plans from colleagues to support group learning
  • Assess, monitor and track learner progress progress
  • Receive submissions of work from learners in a single, easy-to-manage location
  • Increase learners' ICT competence and confidence.

Practical benefits to learners

An effective learning platform will enable learners to:

  • Access learning materials created by their trainers and mentors, outside training time and from multiple locations
  • Store work and notes online for use in just-in-time learning
  • Learn in a self-pace fashion and with a wide choice of learning material
  • Create an online portfolio, including digital photos and videos of performance as well as text
  • Improve their ICT skills and online management of materials
  • Submit coursework and assignments for assessment
  • Communicate via e-mail and participate in live discussions and forums with fellow learners

Practical benefits to managers

An effective learning platform will enable managers:

  • Play a part in employees' learning, via managers’ access to the learning platform
  • View reports and data about assessment activities
  • Communicate effectively with staff managing their staffs' learning and development
    Become active partners in organizational learning and development

Practical benefits for administration and management

An effective learning platform will:

  • Provide up-to-date management information on skills and knowledge acquisition
  • Track the progress of individuals and teams
  • Collate summative and formative assessments
  • Reduce the administrative burden on L&D and HR by using transferable data
  • Enable communication within the learning environment and beyond, on a one-to-one, one-to-many, or many-to-many basis

More...

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Thursday, February 19, 2009

M-Learning via the iPhone 2 – some approaches and technologies

In M-Learning via the iPhone 1, I started to investigate the characteristics of mobile learning by going back to basics, specifically looking at the technological and conceptual foundations of this domain: training, instruction, education and learning. Today, I’m going to begin in earnest by telling you a story about a book - a wholly remarkable book in fact, that was first conceived nearly forty years ago.

Are you sitting comfortably? Then I’ll begin. And Remember…

H2G2_don't_panic

The Hitchhiker’s Guide to the Galaxy is the most successful book every written. A handy electronic reference book, its chief selling points are the words 'Don't Panic' written in large friendly letters on the cover, and that it’s cheaper than its closest competitor, the Encyclopedia Galactica. The Guide’s reporters travel the length and breadth of the Milky Way, drinking heavily, going to lots of parties and generally having a great time. Their experiences, which include everything from how to mix the greatest cocktail in the galaxy to life on Earth (“mostly harmless”) is then passed on via the SubEtha net to every copy of the Guide, giving people the opportunity to misinterpret the inaccurate copy. Much of the guide's content is plagiarized from the back of cereal packets, and some of it is just made up. Its most useful advice concerns towels.

Now I’m not going to labor the point about blogging (without the wild parties, sad to say), Wikipedia, and the SubEtha / world wide web “net” but here’s a description of the Guide itself:

image…A device that looked rather like a largish electronic calculator. This had… a screen about four inches square on which any one of a million “pages” could be summoned at a moment’s notice. It looked insanely complicated, and this was one of the reasons why the snug plastic cover it fitted into had the words DON’T PANIC printed on it in large friendly letters. …The reason why it was published in the form of a micro sub meson electronic component is that if it were printed in normal book form, an interstellar hitchhiker would require several inconveniently large buildings to carry it around in.

The Hitchhikers Guide to the Galaxy (pp.26-27)

Sound familiar? Of course it does.

image Man seeks Nokia charger for his retro cell phone

That was 30 years ago. Back in the future, we can say that the we live at a time where the socio-cultural, economic and technical foundations exist to change the way that we acquire learning and knowledge in as profound a way as the introduction of printing in Western Europe in the 15th Century. We can now potentially carry our knowledge with us without “several inconveniently large buildings” to carry it around in. The current generation of portable digital devices (including smart phones, PDAs, and media players) is that they can support a digitally-mediated, connected learning environment, providing a convenience of instant access to a range of people and resources, as well as the ability to process data in a way that wasn’t possible even five years ago.

Next time: The altogether more prosaic task of describing the characteristics of E-Learning as I understand them, and a context for M-Learning.

______________________

References:

Adams, D. (1979) The Hitchhikers Guide to the Galaxy (pp.26-27) London: Pan Paperbacks

“Don’t Panic” image Courtesy British Broadcasting Corporation

--

Tuesday, February 17, 2009

M-Learning via the iPhone 1 – some approaches and technologies

In my last blog post, I discussed how I had resigned myself to the fact that the Adobe Flash Player will never be deployed on the iPhone†. iphone_home_nofl

However, that is not much use if you, as an e-learning professional, have an audience for knowledge- and content delivery via mobile devices including the iPhone. In this series of articles, I will discuss approaches to delivering training via PDAs like the iPhone based on applications and functionality already available on that device. Let’s see what happens after that.

Let’s set the context. There are a growing number of extensions to the well-established core term ‘E-Learning’ including this list of candidates (compiled in 2008 by CramerSweeney):

  • C-Learning - learning via collaboration with co-workers and associates
  • M-Learning - learning via a portable digital media device
  • V-Learning - learning inside a virtual world (such as Second Life)
  • G-Learning - learning via computer games

The latest term I have discovered is Ubiquitous Learning, or U-Learning, first discussed by Gary Woodill in his excellent Workplace Learning Today column, who encountered the term in the title of a Masters dissertation called The dawn of uLearning: near-future directions for 21st century educators). Can we now take this trend to its logical conclusion and define

  • T-Learning - learning via reading educational books, academic and other Textual material
  • S-Learning - learning via lecturers & teachers Speaking
  • W-Learning - learning via the medium of pen, paper, and taking Written notes
alphabetti

[Image courtesy Flickr user tryingtimes]

‘X’ is one of the cooler letters – let’s have X-Learning. I’ll send a Mars Bar to the person who contributes the best definition of X-Learning.

Or should we stop. Now. Please.

In my view, each of these descriptors implies that the alphabetti-spaghetti of C- G- M- V-Learning activities are discrete verticals or silos, standing alone and untouched by their siblings.

Of course this is not the case: if anything, we can say that each of these terms describes a learning channel that relies on or emphasizes one modality of learning, but doesn’t - I would assert can’t – occlude other learning modalities.

So whither M-Learning among this cacophony of uppercase modifiers? Does what we commonly call ‘M-Learning’ deserve to be treated as a domain in it’s own right? Can we discover if there are any unique characteristics that differentiate learning via mobile technologies?

I think we need to take a step back. First of all, what is learning? I would assert that learning is

The acquisition of new knowledge, behaviors, skills, values, preferences or understanding, and may involve synthesizing different types of information. The progress of this acquisition over time tends to follow learning curves. Learning is a Constructivist activity.

Harold Stolovitch puts it succinctly in his 2002 text Telling Ain’t Training when he says that “learning is change, adaptation” (p.18). According to the author, we use training, instruction and education as strategies to enable people to learn.

--

†Probably.

Apple has a habit of denying that they are developing a range of devices and technologies. Right up to the moment that Apple announce their newest gizmo / solution / partnership. Until 2009 this typically occurred at an Apple Expo event with Steve Jobs uttering the famous phrase “One more thing…” as the latest object of geeky desire walks up the aisle of the technological Chapel O’ Love.

Next time: What is E-Learning (Slight Return)

Coming up: What is M-Learning?

_________________________

References:

Nalder, J. (2008). The dawn of uLearning: near-future directions for 21st century educators. Unpublished Master’s thesis, Queensland University of Technology, Brisbane. [Internet] Available from: http://www.scribd.com/doc/12398804/The-dawn-of-uLearning-Jonathan-Nalder-Masters-thesis Accessed 18th February 2009

Stolovitch, H. (2002) Telling Ain't Training. ASTD Press.

Sweeney, J. (2008) Let's Talk Terminology CramerSweeney Training Blog [Internet] Available from: http://www.cramersweeney.com/cs_id/trainingblog/ Accessed 17th February 2009

--

Thursday, February 12, 2009

No Flash on the iPhone? I’m cool with that.

Everyone wants Flash on the iPhone.

Today I had a moment of clarity. I realized there will never be the facility to view Flash-based content on my iPhone. Probably. And you know what? I’m cool with that.

I have been an Apple 3G iPhone owner and user since the model was released here in Ireland in mid-2008. Since I have had the device, I’ve come to rely on it to manage my e-mail accounts, utilize my time, play music, video, take notes (text and audio), and generally be more productive .

I’ve Twittered, Quittered, Facebooked, YouTubed and blogged.

But for me, the inability to deliver Flash-based interactive e-learning applications on the device has been a significant source of frustration for me for all the time I have used my iPhone.

Oh, the potential that’s there, I said. What a waste, I lamented. Learning “on-the-go” – real just-in-time information-transfer just-out-of-reach, I railed, much like Lear on the heath. All that content, ready to be refactored into a dinky miniaturized format for all my learners: not to be, alas and alack.

More than anything else, my frustration was based upon a positive reading of a very ambiguous statement by Adobe CEO Shantanu Narayen, who, when discussing the difficulties in bringing Adobe's most well distributed product to the iPhone said:

It's a hard technical challenge, and that's part of the reason Apple and Adobe are collaborating… The ball is in our court. The onus is on us to deliver.*

The implication of this - and other - public utterances by the Adobe Powers That Be is that Apple and Adobe are “collaborating” on developing a Flash player for the iPhone. Logical conclusion: it’s just a matter of time before Flash appears in the iTunes App Store, ready to go.

fake_iPhone_eL

Not on the jPhone as a Flash movie anytime soon

However, if you believe Apple CEO Steve Jobs' comments on the popular platform, it won’t be on the iPhone any time soon.

According to Wired, Steve Jobs considers that Flash is “too slow” for the iPhone, and Flash Lite is too limited. Don’t forget that the iPhone OS is a tightly-curated closed platform: Apple call the shots. As Nullriver found out in August 2008 for example, the proprietors have no qualms about pulling iPhone Apps that they deem to extend the functionality of their hardware and software beyond what they (Apple) can control.

Wired again:

Flash does have a reputation for slow performance compared to the other popular web-embeddable language, Java. Traditionally, the best flash presentations are those coded by experts with a keen awareness of its limits—Apple wisely fears iPhones being hammered by the Internet's inexhaustible supply of badly-constructed Flash garbage.

There is a convergence of historical, cultural and practical considerations to be accounted for:

  1. After many years closely working with Apple (when the Mac was the graphics & DTP creatives’ / digital media producers’ computer of choice), Adobe Systems grew initially on Apple’s support of Postscript, and later of programs like PhotoShop, Illustrator and Premiere. It can be said that Adobe is taking that relationship for granted. Adobe did not update its Mac software for more than a year after Apple switched to Intel processors in 2007. This must have hit Apple’s revenue pretty hard, as potential users stuck to their PowerPC Macs until they could acquire the compatible Adobe software
  2. Traditionally, Flash has performed badly on Macs. Add to that the aforementioned “badly-constructed Flash garbage.”
  3. The iPhone is not a powerful computer: it is a Web-enabled Portable Digital Assistant (PDA). I would suggest that in many consumers’ minds that to be able to surf the internet in a full-featured Safari browser on the iPhone means that it’s a “real” computer. Apple surely want to manage users’ expectations.
  4. Apple is very aware of these issues. The company went as far as to include a clause in their iPhone developers' Terms of Service agreement (.PDF) that prohibits Flash from appearing on the iPhone:

    No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple's Published APIs and built-in interpreter(s).

The outcome of these (and other) factors is that Safari for iPhone is unable to display a significant portion of the content on the internet. Flash games aren't supported, videos can't be streamed from popular television and movie sites like Hulu and the BBC iPlayer, and websites that use Flash to render content or navigation won't work on the iPhone.

Next time: Implications for m-learning. Will mobile e-learning suffer as a result of this scenario?

______________

References:

*Source: Bloomberg Television at the World Economic Forum in Davos, Switzerland.

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Thursday, August 7, 2008

iPhone m-learning content authoring

If you're a regular reader, you'll know that I recently posted on The Mobile Segment of the Learning Marketspace - new report. In that post, I discussed the outcomes of the Elearning Guild Report on the topic.

Well, since then, I have becomes the happy owner of an Apple 3G iPhone (a screenshot of my wallpaper is displayed below) and so I've been searching for an authoring tool to create some content for delivery via iPhone.

iphone_wallpaper

My iPhone wallpaper - Ovation six-string acoustic guitar, and 1985 Fender Precision & 1995 Musicman Stingray basses

Now you may know that the Flash Player is not yet available for the iPhone, which leaves content developers like me in a quandary; how to deploy courseware on the device:

  • for immediate implementation
  • that can be refactored as SWF / FLV formatted files when Adobe and Apple agree to release a version of the Flash Player for iPhone

After quite a bit of research, I've found two authoring tools that that may enable learning professionals to create e-learning content for distribution on the iPhone, yet won't require content authors to develop the content as an extra product stream on top of their ongoing deliverables.

cs_logoThe two tools I am going to investigate are Techsmith Camtasia Studio, and SumTotal ToolBook Instructor 9.5 Beta. I will evaluate each product (and their associate production processes) over the next few toolbook_logodays. In the meantime, here (courtesy of SumTotal) are a few handy hints to consider when you're at the pre-production phase of developing learning content for mobile devices:

  1. Limit Graphical Content
    With the tight mobile device screen being roughly a twelfth (or smaller) of a desktop screen, large-screen graphics not only increase load times, but also take up valuable space that is needed to display text, hyperlinks, and other important information.
  2. Text Considerations
    Text should be limited – brevity is the soul of wit. Layout should be structured to avoid the need for scrolling. This involves breaking up text into smaller pieces/sections and linking to those smaller pieces, instead of putting a lot of text on one screen. Smaller fonts are also recommended. For example, Microsoft Windows Mobile standard is Tahoma with a point size of eight, which is an appropriate size for text viewed in the Apple iPhone’s Safari Web Browser.
  3. Limit the use of Data Entry
    Since the keyboard is a limited size, input fields should be kept to a minimum to reduce the amount of typing. Where possible, provide possible text or phrases to avoid needing the user having to type. These text items should have a hyper-link associated with them to serve as an easy way for users to select them, rather than their having to type them on the keyboard.
  4. Utilize Screen Space
    Avoid excessive horizontal and vertical spacing between screen elements. Unlike designing a print ad or brochure, you don’t need a lot of “white space” on the mobile device’s screen.
  5. Place Non-Essential Links at the Bottom of the Screen
    Hypertext links that are not relevant to the information being displayed should be placed at the bottom of the page to preserve space. This places critical information in the user's view upon entry to the screen or page. For example, a navigation menu that would normally be on the left or top of the screen of a desktop computer should be placed at the bottom of the screen for a mobile device.
  6. Media Consideration
    Another matter of importance is the types of media – audio and video – delivered. Generally, this is specific to the mobile device. For example, Windows Mobile devices typically support MPEG and MP3 files, whereas the iPhone currently supports QuickTime and MPEG MP4.

In general, developers should consider the goal of delivery of information via a mobile device. Not all types of information, media, and training materials lend themselves to this channel. With careful planning, content developers should be able to craft and deploy a wide variety of content to help those learners who are on the go.

More...

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References:

Wexler, S. Brown, J. Metcalf, D. Rogers, D. and Wagner, E. (2008) MOBILE LEARNING What it is, why it matters, and how to incorporate it into your learning strategy. [Internet] Available from: http://www.elearningguild.com (Subscription required) [Accessed 21 July 2008]

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