Showing posts with label Project Management. Show all posts
Showing posts with label Project Management. Show all posts

Friday, August 8, 2008

The Ultimate Question About Learning Content Development

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The Hitchhiker's Guide to the Galaxy introduces us to the story of the Ultimate Question about Life, The Universe and Everything. If there is such a question in training content development, it is How long does it take to create one hour of learning? Of course, it would be wonderful if the answer was as simple as 42. Bryan Chapman of Brandon Hall Research lists his findings based on various research reports by Brandon Hall. Read his full post here. Bryan lists the ratios for different types of learning.
Ratio for each Type of learning

34:1 Instructor-Led Training (ILT), including design, lesson plans, handouts, PowerPoint slides, etc.

33:1 PowerPoint to E-Learning Conversion. Not sure why it takes less time then creating ILT, but that's what we discovered when surveying 200 companies about this practice

220:1 Standard e-learning which includes presentation, audio, some video, test questions, and 20% interactivity

345:1 Time it takes for online learning publishers to design, create, test and package 3rd party courseware

750:1 Simulations from scratch. Creating highly interactive content

Clark Aldrich attempts to answer the question in terms of cost. How much does it cost the organizations to access an educational simulation.

Both questions in my mind are part of the ultimate question on learning and training content development. I am sure you've been asked this question many times. I surely have been, heck I have even set targets for my teams. Is there a single answer to this question? The research surely provides a ball park number to compare against. However there are too many variables, and what you achieve or wish to achieve may depend on many other parameters and business goals.

Saturday, March 1, 2008

Creating Gantt Charts in Excel

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Okay, first of all we should use MS Project to create schedules and Gantt charts. But I found this really cool way to create Gantt charts in MS Excel that I couldn't resist sharing. This works well for simple project plans. Or you could use this for creating a high level project plan to share with customers. Using MS Project might just be easier anyway instead of maintaining two separate versions.


But heck, the technique is really cool :-). And the site is also a good example of rapid elearning development.

Top 5 ways to Muck Up a project kick-off call

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Scenario: A kick-off call is scheduled with an important customer. The customer is working with your organization for the first time and you want to make an impression. During the kick-off, you are required to introduce the team, discuss project timelines and processes, confirm scope of work and demonstrate a sample prototype/design over a web conferencing tool.
  • Book a conference room for the meeting and sit far away from the speaker phone such that you are barely audible.
  • Intentionally overwrite you final kick-off PPT 5 minute before the call and rely on your memory for the meeting.
  • Don’t pre-inform the customer that you will be using a web conferencing tool
  • Start installing the tool after dialling into the call and keep everyone waiting while you chat with your team in hushed tone.
  • Don’t give the customer a chance to ask questions and clarify his understanding

Monday, February 11, 2008

An Effective Design Walkthrough: A Step towards Delivering the Best Design

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In this collaborative learning Environment, I would like to Engage all of you in a discussion around 'Effective Design Walkthroughs'. I Encourage you to Explore this area with me further.

Let's identify ways and means to implement and use one of the most powerful quality tools available to instructional designers. Let's share the guidelines and best practices for planning, conducting, and participating in an effective design walkthrough.

The following are my views on this topic.

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A design walkthrough is a quality practice that allows designers to obtain an early validation of design decisions related to the development and treatment of content, design of the graphical user interface, and the elements of product functionality. Design walkthroughs provide designers with a way to identify and assess early on whether the proposed design meets the requirements and addresses the project’s goal.

For a design walkthrough to be effective, it needs to include specific components. The following guidelines highlight these key components. Use these guidelines to plan, conduct, and participate in design walkthroughs and increase their effectiveness.

  • Plan for a design walkthrough - A design walkthrough should be scheduled when detailing the micro-level tasks of a project. Time and effort of every participant should be built into the project plan so that participants can schedule their personal work plans accordingly. The plan should include time for individual preparation, the design walkthrough (meeting), and the likely rework.

  • Get the right participants- It is important to invite the right participants to a design walkthrough. The reviewers/experts should have the appropriate skills and knowledge to make the walkthrough meaningful for all. It is imperative that participants add quality and value to the product and not simply ‘add to their learning.’

  • Understand key roles and responsibilities - All participants in the design walkthrough should clearly understand their role and responsibilities so that they can consistently practice effective and efficient reviews.

  • Prepare for a design walkthrough - Besides planning, all participants need to prepare for the design walkthrough. One cannot possibly find all high-impact mistakes in a work product that they have looked at only 10 minutes before the meeting. If all participants are adequately prepared as per their responsibilities, the design walkthrough is likely to be more effective.

  • Use a well-structured process - A design walkthrough should follow a well-structured, documented process. This process should help define the key purpose of the walkthrough and should provide systematic practices and rules of conduct that can help participants collaborate with one another and add value to the review.

  • Review and critique the product, not the designer - The design walkthrough should be used as a means to review and critique the product—not the person who created the design. Use the collective wisdom to improve the quality of the product, add value to the interactions, and encourage participants to submit their products for a design walkthrough.

  • Review, do not solve problems - A design walkthrough has only one purpose—to find defects. There may, however, be times when participants drift from the main purpose. A moderator needs to prevent this from happening and ensure that the walkthrough focuses on the defects or weaknesses rather than identifying fixes or resolutions.

In addition to these guidelines, there are a few best practices that can help you work towards effective design walkthroughs:

  • The document or work product for the design walkthrough should be complete from all respects including all the necessary reviews/filters.
  • Plan for a design walkthrough in a time-box mode. A session should be scheduled for a minimum of one hour and should not stretch beyond two and a half hours—when walkthroughs last more than three hours, the effectiveness of the design walkthrough and the review process decreases dramatically.
  • It is best to work with 5–10 participants to add different perspectives to the design walkthrough. However, with more than 15 participants, the process becomes slow and each participant may not be able to contribute to their full capacity.
  • Design walkthroughs planned for morning sessions work better than afternoon sessions.
  • A design walkthrough should definitely include the instructional designers, graphic artists, course architects, and any other roles that have been instrumental in creating the design. You may also want to invite designers from other projects to add a fresh and independent perspective to the review process.
  • Involving senior management or business decision makers in a design walkthrough may not always be a good idea as it can intimidate the designers and they may feel that the senior management is judging their competencies in design. With senior management in the room, other participants and reviewers may also be hesitant in sharing problems with the design.
  • Effective design walkthroughs rely on a ‘moderator’ who is a strong Lead Reviewer and is in charge of the review process. It is critical that the group remains focused on the task at hand. The Lead Reviewer can help in this process by curbing unnecessary discussions and lead the group in the right direction.
  • Design walkthroughs are more effective if the reviewers use specific checklists for reviewing various aspects of the work product.
  • It is a good practice to involve the potential end users in the design walkthrough. However, in most situations it is difficult to get access to the end users. Therefore, you may request reviewer(s) to take on the role of the end user and review the product from the end-user perspective. These reviewers may be Subject Matter Experts or practitioners in the same field/industry who have an understanding of the audience profile for the product.
  • The effectiveness of a design walkthrough depends on what happens after the defects have been identified in the meeting and how the defects are addressed and closed in the work product. The team needs to prioritize the defects based on their impact and assign responsibility for closing the defects.

Design walkthroughs, if done correctly, provide immediate short-term benefits, like early defect detection and correction within the current project and offer important long-term returns. From a long-term perspective, design walkthroughs help designers identify their mistakes and learn from them, therefore moving towards continuous improvement. During the process, designers are also able to unravel the basic principles of design and the key mistakes that violate these principles. By participating in walkthroughs, reviewers are able to create a mental ‘ catalogue of mistakes’ that are likely to happen and are therefore more equipped to detect these early in any product. By analyzing the kind of defects made by designers, over time, reviewers can use this information to support root-cause analysis and participate in organization-wide improvement initiatives.

Effective design walkthroughs are one of the most powerful quality tools that can be leveraged by designers to detect defects early and promote steps towards continuous improvement.

By
Taruna Goel

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