DynaLens

Personal AR Field Guide for Children's Inquiry-based Learning

Timeline

Project Type

Our Team

My Role

Oct 2022 (2 weeks)

CMU 48-709 History and Future of Interaction Design, instructed by Paul Pangaro

Clara Keqing Jiao (Design)
Jason Zixiong Wei (Design)
Ben Ying-Jun Tseng (Design)

Leading the visual design and high-fidelity of the application

Goal

Redesign DrayEasy order and container shipment tracking system to make it more orgainzed, approachable, and efficient.

Magic Lens

- Automatically identifies each object within the frame, providing its name, roles, and properties.
- Users can capture and organize these objects in the personal gallery for easy reference and tracking.

Magic Garden

- Allow children to customize gardens with objects collected through the Magic Lens.
- The product's extensive 3D warehouse converts 2D images into 3D models in the garden.
- Children can place, delete, and orient the objects to design a beautiful garden.

Overview

Project Brief

This is a two-week design sprint exercise. We were asked to learn from a historical prototype, discover its overlooked strengths, and use it as a basis for designing a completely new product.

We chose to research and develop Alan Kay's Dynabook.Inspired by the active learning quality of Dynabook which enable children to learn knowledge by programming the computer, we envisioned an AR mobile APP for kids to get closer and learn about nature by capturing and collecting natural assets in the real world, and then learning their relationships in a virtual garden that are designed and built by themselves.

DynaBook

Dynabook, envisioned by Alan Kay in 1968, is a personal computer for children of all ages.

It is a thin, portable computer that was highly dynamic and weighed no more than two pounds. Kay emphasized that child is an active agent, a creator, an explorer, and is far more capable intellectually than is generally supposed. Therefore, he states that we should provide a better “book“ for children with technology, one which is active rather than passive.

Dynabook encourage children to create programmable objects, play with them through a programming language called Smalltalk, and share them on the Internet. Kay had the ambition to redefine the context of how children learn with computer.

Research

Inspiration

This is a two-week design sprint exercise. We were asked to learn from a historical prototype, discover its overlooked strengths, and use it as a basis for designing a completely new product.

We chose to research and develop Alan Kay's Dynabook.Inspired by the active learning quality of Dynabook which enable children to learn knowledge by programming the computer, we envisioned an AR mobile APP for kids to get closer and learn about nature by capturing and collecting natural assets in the real world, and then learning their relationships in a virtual garden that are designed and built by themselves.

Reflect on
Current Learning Media

We identified the lost values of present pedagogies and educational technologies:

1. For passive learning: a lack of real-time interaction between the material and the learner. This also applies to those close to the active end of the spetrum, as self-directed discoveries do not guarantee feedback from the learning material/environment.

2. For active learning: limited knowledge transfer for virtual interactive mediums like educational games. Learners, particularly children, often find it hard to recontextualize what they experience in the game and fail to effectively apply skills/knowledge to real life scenarios.

3. Overall: Inability to spark and address inquiry-based actions. Without an active human instructor, children can only create very limited inputs for the tool/application and cannot retrieve answers directly relevant to their inquiries.

Competitor
Analysis

We decided to use the MR (mixed reality) technology to give children a more immersive learning environment. Before designing our own prototype, we researched existing products.

One inspiring case is Alive Studios Zoo. It brings learning to life through a series of interactive cards with VR anminal characters and English words to awaken excitement and engagement among students.

When the four cards form the phrase "the bear can walk", the VR bear is really walking. If replace ”walk” with ”fly”, the bear will shake its head to show that it cannot.

When the four cards are combined to form the phrase "the frog is brown", the VR frog display in the brown color. Change “brown” to “green”, the frog will turn green in real time.

PROS

1. Increases engagement through self-directed placement of cards;
2. Associates imagery with verbal information, making memorization easier.

CONS

1. Relies on a finite set of non-customizable cards, limiting the scope of active exploration;
2. Difficult to contextualize learning from only virtual representations;
3. Limited to language learning, cannot support more complex interactions.

How Might We

design an AR mobile app that can provide a safe and active environment to
contextualize learning in the real world, customize learning assets,
and creatively interact with the assets?

Ideation

OBJECT + __ = ?

We follow the card format in the case study, but the relationship between cards and cards could be more complex.

Inspired by Smalltalk, the object-oriented, dynamically typed reflective programming language used in Dynabook, objects can be controlled, influenced, stimulated, and oriented by all kinds of factors. By associating objects with different factors like an effect, a stimuli, or other objects, different results will come out. Children can learn about those phenomena by changing the factors and discovering the results.

Object-oriented Approach:

Give the car a speed and direction, the car will move accordingly.
Put a bee on a flower, a natural phenomenon called “pollination” will take place.

Inquiry-based learning:

Throw a monkey to the banana tree, the monkey will climb onto the tree and eat a banana.
Throw a sheep to the banana tree, the sheep will walk around and do nothing.

What if children can customize the objects with Dynamix Lens? What if the “results” can be displayed in real time by AR/VR technologies?

As hands-on activities can increase engagement and stimulate inquiry-based learning, we decided that all the object cards in the system will be collected by children themselves, by taking pictures of nature, their garden, their home, or their own place. A personal gallery can be built in this way.

Upon building a customized collection of objects, communication, comparison and exchange between individuals will occur. More interesting “chemistries” between objects will come out. Ultimately, the project will become an interrelated community where kids connect and learn from each other.

Value Proposition

1 - Contextualized Learning: discover & capture objects in real world

2 - Personal Gallery: collect, category & exchange objects with others

3 - Interactive Garden: customize gardens for interactive phenomena

Prototype

Information
Structure

After getting feedback from in-class peer review, we consolidate our idea into two key features:

1. A magic lens that support children to explore nature actively with engaging learning experience in real time .
2. A magic garden that provide children with a safe and creative learning environment by uncover relationship between objects with experiment (like a personal lab).

Brainstorm User Journey

Masic Lens

Masic Lens

Visual System

High-fi Prototypes

In Magic Garden, children can build their own gardens using objects they collected by the Magic Lens.

We assume that our product has a large 3D model warehouse. 2D pictures will be transformed into 3D models when dragged into the garden. User can place, delete, and orient the objects. The black profiles are clues, reminding kids to collect related objects to trigger interactions.

Magic Lens can automatically detect all the objects appear inside the frame, giving their name, roles and properties.

Properties explain the internal intrinsic attributes of the object, like its growth. Roles show its social relationship with other objects. These relationships will be demonstrated by AR features (highlighted with red outlines).

User can capture the objects and categorize them in the personal gallery.

Learners can revisit, share and reflect on the relationships they discover, the obejcts they captured and store in gallery or the properties they simulate on objects in the achievements. This feature could also be displayed as a learning portfolio. Children in one community can see each other's achievements, compete with each other, and be motivated to learn more.

Reflection.

In developing our prototype, we constantly checked and questioned if our approach was effective in achieving our goal of inspiring inquiry-based learning. We were careful not to let explicit texts dominate the user’s experience with “Magic Lens” and focused on facilitating the discovery process by offering a graphic menu of commands.

When evaluating our user flow, we met uncertainties on whether to prioritize one of the two features and make one an auxiliary tool that serves the other. Eventually, we as a team agreed that both features should support the upper-level experience and that we should not let one of the features dominate the self-directed learning process.

We also learned that when designing AR applications, it’s important to reach a balance between creating a world full of possibilities and reflecting the richness of reality. This is especially relevant when the design goal is to enable users to learn through interaction and transfer what they learn from the augmented reality to real life.

Next Steps.

Given more time, we will make a functional AR prototype and 3D animations to make the demo more realistic. We will also test our concept with real AR development tools and try out how well our design can work with current object recognition technologies.