CoWoBanner.png
 
 

CoWo

Collaborative SOCIAL LEARNING EXPERIMENT BASED ON language learning and communication

 

CoWo is a collaborative social learning experiment based on language learning and communication. It is a playful and educative suggestion for young generations to discover the collaborative potential of the mobile devices that we've been using everyday. It is not a game, there is no winner or looser. It is a playful social learning experiment. Unlike the common belief, with this project I wanted to show how we can take advantage of mobile devices to use for social and playful learning and create a new usage models for young generations rather than isolating themselves within technology.

CoWo is designed to be a museum experiment to bring together two person. Two people come together and by using their own devices send random words to the big monitor and as long as they can create meaningful associations they create new words together and learn new words at the end of this experience. With the help of audio-visual feedback and collaborative productivity the outcome of this learning experiment will be long lasting. To create this experiment and device to device communication I use socket.io and node.js. 

Project Goal

  • Offering more creative opportunities with current digital devices that we have been using everyday.
  • Give young generations agency and autonomy in the experience, supporting them in taking an active role, rather than passive stance in their own learning
  • Support learners creative contribution to the learning material with the other learners.
  • Let learners discover through play.
  • Support learners’ natural curiosity and social nature to play.

SOCIAL LEARNING - COLLABORATIVE LEARNING - PLAYFUL EXPERIMENTS - SOCIAL ENGAGEMENT - PLAYFUL LEARNING - PLAYFUL USER INTERFACES - CONSTRUCTIVIST LEARNING - NEW FORMS OF INTERACTIVITY

 

 

GITHUB

https://github.com/mehtapaydin/CoWo

PROJECT

Web, phone, tablet experience

TECHNOLOGIES

Node.js, Express, Socket.io, Paper.js, Bodymovin, After Effects

MY ROLE

User Experience Design, Development, Visual Design, User Research

PROJECT FOR

MFADT Spring 2017 Major Studio

YEAR & PLACE

2017 Parsons School of Design

 
 

The Problem

 

 Children and Parents: Media Use and Attitudes Report. Report. UK: OfCom, 2014.https://www.ofcom.org.uk/__data/assets/pdf_file/0027/76266/childrens_2014_report.pdf.

Young generations relationship with the technology is stronger than ever. Even though this devices are inseparable part of our everyday lives and have significant positive contribution in it, It’s proven by the researches that the excessive media consumption can have detrimental effect especially on children. They tend to rely on technology for the majority of their play, grossly limiting challenges to their creativity and imaginations, as well as limiting necessary challenges to their bodies to achieve optimal sensory and motor development. Sedentary bodies bombarded with chaotic sensory stimulation are resulting in delays in attaining child developmental milestones, with subsequent negative impact on basic foundation skills for achieving literacy. 

So as designers, it is vital today to redefine young people’s interactivity with the current devices and each other by encouraging them to be more active participator, more social and collaborative within their digital rituals. In my opinion, if we redefine the use of technology for education and learning purposes and create children to be able to use their time on mobile devices and internet more productive purposes in collaboration with each other, we both can help their psychological and cognitive development and create more conscious future generations.

 

The Precedents

 

PRECEDENT 1

Racer is a chrome experiment which lets users to be able to create their own race track with their personal mobile devices. Up to five people can control the car by clicking on their own device. It is very important precedent in terms of showing me how web technologies and mobile devices can be used to create social play instead of individual experiences. 

 

PRECEDENT 2

Ajit Narayan's word game lets people to communicate in every language. I came across with this inspirational project while making research about language learning. In this example, we can basically create a visual map based on association between people, objects, verbs and directions. Based on this map, we inevitably begin to understand the basic grammar connections and associations within these new language learning model and totally understand the meaning behind these visual structure. Ajit’s ideas become the main structure of my playful learning concept when I was creating vocabulary learning based on similar kind of associations. 

 

PRECEDENT 3

Precedent 4

 

The Design Process

 
 

As the result of the feedbacks that I've got from class sessions, I planned first the associations in three categories as Wheather, Food and Nature. 

PROTOTYPE 1

For the engagement prototype, I decided first to focus on to be able to create a functional, device to device communication. I’ve chosen collaborative drawing as a single engagement and tried to implement it with socket.io and p5.js

The first engagement prototype was between two desktop local browser and wasn’t working between mobile and desktop. 

 

PROTOTYPE 2

Since paper.js has more control over SVG images I wanted to improve drawing experience with paper.js. 

 

PROTOTYPE 3

After some experiments about device to device communication, based on an example I created this functional and more improved mock-up. At this mock up, when the user send a card from her device it falls to the ground on the second browser. 

 

User Test

 

User Survey

Before deciding the concept details, first I did a design survey to understand general approach of the users to language learning. I asked them their prior experience about language learning, the difficulties that they faced and at the second part of the survey I wanted them to answer some Italian words based on my learning cards. They all were English speakers and they didn't know any Italian. Their answer was correct which showed me the associations that I created are simple enough.

 

User Test 1

I did my second test with 3 years old Greyson with physical cards. Even though my target user group is the primary school students, the user test with Greyson showed me the association between simple words makes sense for him as well. As the result of our test he didn't learn new word but he learn what is bacteria from the combination of bacteria + milk = cheese.

 

User Test 2

I did my last test with the functional prototype. I got some user feedback and I noticed that it is relly hard for people to write generated URL from their phone. That's why I decided to change it into QR code and I keep the code on the screen until two players involve in the experiment.

 

Design Process

 
 

Vocabulary Cards

ANIMATIONS OF ASSOCIATIONS RESULTS

 
 

The monitor on the wall

Single device

 

Public Presentation

 

Major Major experience was a good chance for me to test every detail with the final product. As the result of it I noticed some problems and user expectations. 

  • User loves the playful experience
  • They like the idea of learning together, they tried to play more people together.
  • When people are trying to use with monitor it was difficult to calibrate the phone
  • Even I use QR code at the opening screen, people couldn't use it.