Motivation for the Workshop

This workshop will be part of ECTEL, the Seventh European Conference on Technology Enhanced Learning, which is organized by eatel, the European Association for Technology-Enhanced Learning.

The focus of the workshop is on accessible cross-device Learner UX. Psychologists debate funology and flow experiences.

The focus of the workshop is on accessible cross-device UX in learning. Psychologists debate funology and flow experiences, web developers discuss User Experience (UX). However all these fall short, as they do not include other aspects heavily impacting on UX, for example usability, technical environment or web accessibility. Additionally, mobile and touch screen devices are becoming increasingly prominent in technology enhanced learning. These devices raise additional challenges in the area of UX. Making learning for all come true, web accessibility and the guidelines in their current version of WCAG 2.0 expand the issue further. Research shows that mobile users have similar needs as people with disabilities. Aspects of all these issues have been studied, but rarely in combination, although they will impact on the experience of the learner as a whole. The workshop wants to encourage a holistic discussion and we hope to find some answers for the following questions:

  • Where do we go from here?
  • What happens when we combine all or some of these aspects of Learner User Experience?
  • How will this change learning and how can technology support this?

Goal of the Workshop

The main goal of this workshop is to develop a vision for learning of the future in the triangle of Cross-Device User Experience, Usability and Accessibility to enable Learning for All.
This vision may include pointers of future research areas, the disambiguation of the different concepts related to User Experience and a discussion of their relevance in a learning context.

Target Audience

The target audiences for the workshop are researchers and practitioners working in the areas of Quality of Experience, psychology, user experience, usability, accessibility or a mix of those in a learning context.