e-Learning Studios Blog

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Mobile Learning Design, Navigation and Prototyping


“Every product made for humans must be produced with the deep understanding of human behavior and not with a hope or idea of changing it and making the user feel uncomfortable.”Steven Hoober b2ap3_thumbnail_blog-1_20140325-125542_1.png

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Our human ancestors started a nomadic lifestyle, which led to an increase in economic strength through adapting skills and using tools, which fitted the evolving natural environment.  In the 21st century, mobile technology has brought back into existence these lifestyles, bringing in different economic benefits and skills.

It is no longer necessary to consider where or how you access digital learning material. What is more important is that you access at a time that suites you by whatever means necessary.

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Mobile learning is not restricted to mobile phones. Take a walk in the park and look at the little signposts telling you about the trees and you are, in my mind, mobile learning. In the same way if you are doing a learning app on your phone or reading a textbook on your Kindle while on a train or bus you are mobile learning. By restricting our thinking to mobile learning as having to come to a pocket sized box (very large pockets required for tablets) we are limiting our imagination and our potential.

Wearable Technology

This is where Google Glasses, and other wearable technology comes in. If the goal of augmented reality is truly to augment reality then it should be more than holding a QR code to your webcam or phone and being able to move little objects about, if anything that only augments your monitor. Newer implementations are better but still not ideal, you can wave your phone around and see how far you are from a tube station, which is perfect if you are able to walk through walls and buildings to get there in a straight line.

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Posted by on in e-Learning Studios

Count Us In!


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Our client’s, Lichfield and District Community & Voluntary Sector brief requires a journey through the domestic residences of ‘at-risk’ and potentially vulnerable members of society. The project takes shape from a visitors perspective; from their approach to the front door, an inspection of the living conditions whilst performing their typical duties, and finally to the departing of the property.

Throughout this journey key warning signs are high-lighted; tailored to the at-risk group, from a build up of un-opened prescription medicines, burn marks, out of place objects, damp conditions or several unopened letters etc.

To communicate this brief effectively e-learning studio’s opted to create these environments in 3D placing the e-learning user in the shoes of the visitor, exploring the property as they would in real life during their employment situations.

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