Archive for the ‘real projects’ Category
Sold - but needs immediate updates?
Tuesday, January 4th, 2011
Over the Christmas break thousands of people will have been opening Christmas presents and seeing a computer or laptop or a mobile phone. Amongst all of those people how many of them will know how to use them?
I helped buy a laptop for a family member this year. As a computer user since I can remember I didn’t really think of the fact that it came with no instructions. Nothing. Just a laptop and a power cable. Once I completed the windows setup I then had to update the computer with 44 updates. Yes - 44 updates. Sold as new and then I needed to spend an hour updating it. I can’t imagine many other shops getting away with that.
Another family member had a mobile phone, a fantastic piece of technology with a 5mp camera. Not set up to receive or send images. On the supplier website the phone was no longer listed so it was a trawl across the web to update the settings.
I read that apple have sold 50 iphone since 2007. Walk into the local apple store and see the number of people who are taking classes (old and young). Here is all our equipment - try it, don’t worry if it breaks and if you want we have training sessions.
I bought a new digital camera from canon - amazing value, but I needed to get on the website to download the manual to actually how to take pictures. You might think that I could use the manual settings but sometimes you just need to know the most basic features.
We sometimes wonder why we can’t get people interested in using computing, the internet or technology but after this Christmas I think we need to make it a little easy for people who are coming along to the technology party for the first time.
The 10 rules of painless procurement - from both sides
Monday, November 15th, 2010
The 10 rules of painless procurement - from both side
A few weeks ago I picked up on a tweet about the tender process from @
As we had all been involved in the procurement process (from both sides) we decided to come up with a few tips on how to manage the process - if you are looking to submit a tender or if you are looking for a supplier.
We used a shared google doc to come up with several ideas, tips, experiences and these are our top 10 for both! I hope that you find it useful.
by Scott Hewitt, Tim McShane and Kevin Mulryne
scott.hewitt@realprojects.co.uk
kevin@mulryne.com
tim@fluffyclouds.co.uk
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Rules for bidders (tendering for work and filling in the forms) |
Rules for clients (writing the tender docs and running the tender process) |
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1 Make sure you are in possession of all the available facts
Ask to see the grid the team will be using to judge the bid so you can make sure you have each area covered. |
1 Know what you want
Ideas cost money and time. If you don’t know what you need it’s a specification that you should write, not a tender. |
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2 It’s all in the preparation
Read the given criteria carefully and plan to match what you are producing as closely to the requirements as you can.
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2 Tell bidders if they are likely to be wasting their time
If you are going to have a threshold based on company turnover (or some other criteria which will automatically exclude bidders) let people know.
Why allow people to write a whole tender when they are never really able to be a supplier? |
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3 Be sensible with your time - and money
If you don’t like the tender, project or the idea behind it - don’t submit a response! |
3 Be open about your requirements
If you want environment, QHSE policy etc. explain why you want them and the relevance to the tender.
Provide bidders with a scoring matrix so they can concentrate their efforts on what you think is important. |
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4 Pay attention to the process of filling in the form
Make sure you have plenty of time to write the whole return - uneven sections read badly and create a bad impression.
If it’s an online form, go in and get the questions then create answers offline to copy and paste in later - don’t try and compose answers ‘live’ on the system. |
4 Give bidders some guidance on word count
Consider limiting the number of words for each question - this will make returns easier to compare and focus bidders’ attention on what you think is important. |
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5 Be a bit pedantic about language
Check spelling, punctuation and grammar - mistakes can put off the more exacting employers - or those who are looking for ways to differentiate between close competitors. |
5 Make it simple
The PQQ is meant to be an introductory, pre-qualification process. 40 page documents are not helpful to anyone. You will get stock answers.
Why not have an initial, high-level PQQ that covers the main important issues? If you pass that then provide the more detailed PQQ. |
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6 Answer the questions which are asked, where they are asked
Answer the questions which are given - don’t give ‘stock’ answers copied from elsewhere.
In multi-part tender returns, write a new answer for each section - don’t copy and paste between sections as they will probably be read by the same rater and this can give a negative impression.
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6 Be transparent about money
While you want best value, providing an indicative budget allows clients to be innovative within a framework.
If you have a budget of £20k and then receive ideas which cost £60k that you can’t use everyone has wasted their time and effort. |
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7 Keep it real
Only use real evidence - exaggerated or invented experience can be checked - especially when you are in a small area of work - the rater may well know the situation you are exaggerating/inventing details about! |
7 Keep it real
Don’t run a procurement process and ask for tenders if you don’t have the budget to do the project.
Also just getting quotes for comparison and having no intention of using the client for a real project is unfair. |
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8 Raters are people too!
Remember that if a team are looking at a bid then some of them won’t be experts in every area so write for them as well as for the experts. |
8 Use realistic and fair timescales
Be sensible about your time deadline. People need time to put a tender together.
Also if you set the tender make sure that you meet your own deadline for feedback and decisions. |
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9 Use your best people
Each section of a bid will be reviewed - potentially by an expert. Get an expert at your end to look at the bid so it isn’t obvious that sufficient time hasn’t been spent on key sections.
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9 Respect your bidders
Provide detailed feedback on successful and unsuccessful tenders.
Respect ideas and concepts within a tender response. If you want to use them, you should pay for them! |
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10 Check it…and then check it again
Make sure you check the document you are sending out. One of us found someone’s comments left in saying, “No one will read this section so just put anything in.” Needless to say….
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10 Play nicely
It’s a relationship - you both need each other. Be clear about what you both want from the project. |
Game Based Learning – What does this mean to you?
Wednesday, June 16th, 2010
First blog post for a while…
I started working in e-learning and games in the 90’s. During this time we have seen some amazing technical advantages and also seen some interesting advances within e-learning. In recent years games based learning or GBL has been a trend subject.
Game Based Learning does not only mean using games and hardware, game theory can be applied to e-learning design and your own resource development. Games are hugely popular across the world, the design of games does involve a development methodology and some of the elements may interest you.
For many people game based learning makes them think about brain train on their Nintendo DSi or something that is not serious. However there is another element of games and games design that is often missed – game theory. Within the development of computer games a whole range of skills are involved from creative writers, graphics designers, script writers, level designers and programmers. Here is a brief look at 4 elements of game theory that I consider when developing an e-learning or game based learning resource.
Reward
Nintendo has been using rewards within its games for several years. It you have played anyone of the super Mario titles you will be familiar with collecting golden coins as you move around the level or game. Even at the most basic skill level you can collate huge numbers of coins and you coins are freely available within the level.
As you collect coins these are converted into points or can be used within the game economy. The use of reward can also encourage the user to explore the level further in the quest for rewards. The placement of the coins can encourage exploration to areas that the user may previously have not thought of. This allows you as a designer to introduce other games elements, skills and content for those who have found them.
Within reward systems and game design Operant Conditioning is widely discussed and its principles influence many designers. This quote from gamedev.net describes it neatly
“Operant conditioning is the psychological principle that states that a person is motivated to do or not do an action based on whether they have been rewarded or punished for that action in the past. Operant conditioning principles also explain how to schedule rewards in order to maximize motivation to perform the action.”
Economy
At an end of a level users are often rewarded with their performance in terms of score. Some games also use the concept of the game economy. This allows users to ‘spend’ the reward points that they have collected. Depending on the game or resources this might be opened other levels, improving character performance or changing their appearance.
The use of an economy connects the user back to their achievements gradually, allowing them to be reward for smaller achievements and being able to receive benefit from them. In a recent e-learning course each time the learner completed the activity within each section they received a credit. Once they had completed the resource if they had the right number of credits we allowed them to play a ‘hidden’ game. This generated a buzz within the learner community who discussed how you accessed the end game. The only way to access the end game was if you had collected all of the credits. Learners were pleased about their reward at the end of the game and it generated a buzz around the learner community who also wanted to play the end game.
Recuperation
In many of the early arcade games you had 3 lives (attempts) to complete the game. For anyone of you who have played games like pitfall, nemisis, pac world or donkey kong you will remember what a challenge it was to move along the levels with only 3 lives! Recent games design has moved on, introducing the concept of health, allowing the user to continue their journey across the level even if they have made a mistake. The use of health does make the experience more realistic, increasing the game experience and encourages gamers to consider their actions in game.
Whilst it is still possible to lose all of your health, you may also have the opportunity to get additional health points back, often by completing a challenge. This allows the user to continue their game experience, stay engaged and learn about how their actions will affect their experience.
The game Gauntlet was one of the first games to use the concept of health to allow games to lose health and remain in game. It also allowed gamers to create health points as they moved through the level. This is a an interesting game to review as it was a game that could be played with up to 4 people sharing skill and health points to complete the level.
Problem Solving
The games industry has created games such as tetris and brain training that have all been involved around problem solving. However problem solving is a key element of all games from sports titles to simulations. The problem solving is gradual to allow the learner to develop their skills and then be presented with larger challenges as the game develops.
From my perspective I have been interested to see how internet based games have brought people together to play online games together and solve problems. Users will come across a rule or problem which is stopping progress, with other gamers then can create a strategy or discuss tactics. From this then can then develop a solution that allows them to more forward.
I have reviewed and studied many games to see how they have encourage groups of users to come together to solve problems and I’ve used many of these techniques in my own work. One of the early multi-player arcade game was called Gauntlet and it needed players to work together to reach the end of the stage. The game could be played on your own but it was a much rich and immersive experience when you added other users.

There is so much to game based learning and games design, you might have a different view. For me it involves taking elements of game design, game theory and development to enrich any e-learning resource, not just a ’serious’ game.
40 applications in 40 minutes
Friday, October 30th, 2009
40 apps in 40 minutes
For the latest Norfolk e-learning forum I decided that we should run a session on open source and free software tools. There are so many well known open source and free tools in use such as Moodle and WordPress that setting up the session was a challenge.
I settled on 40 applications in 40 minutes. A whirlwind tour of 40 of our favourite free applications that would hopefully offer something for everyone! I had a list of personal favourites that I needed to add to and spent a few afternoons searching the web for some new additions. After only a few hours I was amazed and the sheer number of free apps and also the quality of the apps. One of the first new apps I found was the awesome highlighter, a brilliant website that lets you mark up and highlight a website – allowing you to copy & paste, save the link and share with colleagues. A really simple idea with so many applications, you can use it in the classroom, presentations theatre or during development meetings.
40 in 40 was pretty fast paced and there wasn’t much time to look at anything in detail other than a couple of videos that I created in xtranormal and animoto to show what was possible.
The response to the session has been great with several people adding their own applications to the list and more commenting that they didn’t realise how many of these apps were available on the internet.
During the session I worked on the basis that if you didn’t like an app or wouldn’t find it useful there was another coming in less than a minute! We published the list on the real projects website alongside our other resources.
My top 3 are
There are so many ways in which you can use the applications and it was great to listen in on some of the discussions afterwards. I’ve seen xtranormal used an an online icebreaker, animation software, for product demonstrations, adverts and for teaching! The awesome highlighter can be used by the web designer and client or the teacher in class.
As I come across more I’ll add them to the list!
How do you build the perfect Learning Management System?
Monday, October 5th, 2009
You get together practitioners, vendors, suppliers, buyers and users to ask them what they want!
It was at the elearning network event on Friday 25th September that this took place. New Models for Learning Management had a number of interesting speakers with the highlight being an interactive session led by Barry Sampson and Matt Brewer.
Mike and Barry suggested looking at 4 key areas to define what learners and organisations actually want. They were:
- IT
- Learning & Development/HR
- Learners
- Management
After splitting the delegates into 4 groups Barry and Mike assigned each group a role and asked them to define the ideal requirement for their role. The following discussion and specification was excellent with some great ideas coming forward with the key themes being a need to focus on the requirements of the learner.
With each group having defined their ideal requirements there was a group discussion where the outcomes were discussed. With each group coming up with close to 50 requirements the subsequent LMS could well be getting near perfection!
Barry Sampson from the elearning network has taken all of the group outputs and will be creating a specification document/mind map that will be available on the elearning network website.
I was sat with 2 delegates who were looking to procure Learning Management System and this document could save them both a lot of work!
The session proved the clear benefit in getting together all of the stakeholders and user groups before building any session. If I refer back to my IT degree and more recently my PRINCE 2 course getting together all of the stakeholders is seen an integral part of the design of any system.
The size and scale of Learning Management Systems means that a custom approach is out of the reach of some organisations but it was surprising to note that some of the more basic requirements were not being covered by the LMS market. The increasing use of social media, online learning and informal learning will make it harder for Learning Management Systems to provide what learners actually need unless they can adapt.
This was a great session, we may have found the answer to how to specify the perfect Learning Management System but the key message for delegates to take home was whatever you are designing you need to get the views and opinions and everyone who is going to be affected. Always remember who you are designing for!
Testing, testing, testing - what is more important the test or the content?
Thursday, September 3rd, 2009
I’ve have just finished reading a book at the British Cycling team and their meteoric rise over the past 10 years. As a keen cyclist the book provides a number of insights into how the team operated. There is one section in particular that raised a number of questions.
Sir Chris Hoy started to compete in an event called the Keirin several years ago when the Kilo event was removed from the Olympics. For those of you who have caught a bit of track cycling on the TV it’s the one where they all ride behind a motorbike at increasingly high speeds. The cycling aficionados amongst you will know that Keirin originates from Japan and is remains hugely popular. Kieran riders earn vast sums and enjoy celebrity status due to the massive amounts that are bet on the outcome of races. Increasingly overseas riders saw the money on offer and wanted to compete in Japan, to date without a great deal of success. Before any overseas rider can compete in a Japanese event they have to undertake a rigorous 2 week training camp, where one of the tasks involves taking a bike to pieces without dropping a tool and re-assembling it in a set order.
At the end of the 2 week course there is a test. Pass the test and you can ride in events, fail and you can’t. Simple.
It was the test aspect of the course that interested me the most. One of the cyclists commented on the monotony of the course and the sheer basic nature of the course content…but…he remained ‘switched on’ at all times as if you didn’t pass the test you couldn’t ride. The rider attended all of the sessions, took everything on board, put up with the monotony to ensure that he was ready for the test. He took the test, passed and rode in events.
Reading this particular chapter really made me think of all the courses where the qualification is vital to future success and progress but the learning experience is often disappointing for those involved. I’ve spoken to my friends who have attended courses that have not been challenging and focused purely on getting the badge. I’ve also got my own experience to share. Over 5 years ago I took my PRINCE 2 exams; the first 2 days pretty much consisted of highlighting pages from the course book. I was somewhat disillusioned by this and in the revision periods at the end of the day I actually tried to gain a deeper understanding of what the course was about. It was only at the first multiple choice exam that I realised what I was being prepared for. Each of the sections I had highlighted had been linked to potential answers in the multiple choice exam. Once this was passed the whole teaching style changed as we approached an open book written exam. I’d not thought about this course until after I’d finished reading the Keirin chapter and it all came back to me!
Instructional designers - the times they are achanging.
Saturday, August 15th, 2009
Before the internet explosion and during the birth of CBT and e-learning roles were much easier to define. I worked in several e-learning development teams that consisted of
Researcher, Programmer/Author, graphic design, technical person, intstructional designer
over time the roles began to blur, the number of people required for each skill changed, programmers learnt photoshop and graphic designers learnt HTML and basic code and this led to much more flexibility, a good thing!
So has the same thing happened in Instructional design, its a term that I still hear but I’m not sure that I know what it means any more. Social media, interactive media, CD-Rom, web, podcasts, sim, games are just a few of the learning technologies that we are working with - I’ve not even mentioned iPhone! Maybe the job title is the same but the role and skills that are required have changed substantially. The instructional designer role is now much of an interactive designer, applying their thoughts, ideas and skills to a range of interactive media. At Real Projects we’ve thrown another set of skills in by using games designers on e-learning projects who bring a whole raft of new ideas and skills including Game Theory..
I’m never comfortable with the idea of keeping people firmly in their role, agile development and the rapid pace of technological changes means that was as well as being an expert in your field you need to have an understanding of what is happening in all the other development areas. Its no use putting forward a design that won’t work technically or isn’t making use of the amazing new technology that is out there. Check out PaperVision for an example. In our office we regularly exchange websites, articles and videos that we’ve seen to others in the team and everyday we seem to find something new.
What next for the instructional designer? I think they still have a vital role to play but the composition of what’s needed is going to change. They are going to need to be able to work on a range of media taking a little bit from game design, graphic design, instructional design and learning design. They could be the members of your team that actually being everything together.
creating an e-learning strategy - a few things to think about
Wednesday, July 8th, 2009
Over the past few weeks I’ve answered questions about e-learning strategies. I have been involved in the creation of e-learning strategy documents and projects for the public and private sector in the UK and thought that I would share a few of my thoughts.
This isnt’ an exhaustive list but it will provide you with a starting point. I would ensure that any strategy focuses on a number of key areas, these are going to be specific to your organisation but you may want to think about the following:
Participation
Who are the affected parties? What additional training provision will you need to put in place during the project lifecycle? Who are your stakeholders (internal and external)
Technical Issues
What is the current IT platform? How will your e-learning strategy integrate with future IT changes and developments? You need to think about how these are aligned
Content creation and acquisition
Where are you going to get content from? Are you going to develop it internally? What will your quality standards be? You need to think about the creation of e-learning guidelines so that you can control the output.
Feedback systems
How will you measure performance? How will cost of ownership and return on investment be measured? What are the projected costs? How will effectiveness of the learning be measured?
Costs
How will ROI be measured, how will you work with the cost centres within the business
Limitations
Think of the issues that you might have and get these highlighted early
Types of learner
Several things to think about: IT literacy levels, mobile learning, expectations of e-learning
Business Improvement
Where will this be? Cost, Improvement in access to training material, process efficiency?
There are obviously many other things to consider, some of which will be specific to your organisation but but hopefully this will give you a starting point.
work, twitter, work, holiday(work), work, blog…
Tuesday, April 14th, 2009
I’d noticed that there had not been much blogging activity in the past few weeks. This is due to a combination of holiday, working on projects and getting our games based learning event arranged. I’ve been using Twitter to post updates as I’ve got twitterfone on my phone which has proved to be really useful. I’ve seen extended uses for twitter especially when used on a mobile device. I think it would be great to use when travelling so that you can keep people up to date with where are you and what you are up to. It has come quite a way since I used a fax machine to send back monthly updates. I’ve experimented using Twitter feeds with a client on a couple of occasions and it was useful when we were both out of office.
At the next e-learning forum event I want to try a twitter feed to see how whether it will be used.
Over the past month I’ve seen some really interesting stuff from the new UK edition of wired magazine to finally getting the time to read a TLRP paper on Education 2.0?
Reading other people’s blog’s is always interesting and I read about a great presentation device on Clive Shepherd’s Blog - http://prezi.com/ - take a look at this clever presentation device.
http://www.readthewords.com/ is another fave site at the moment that we’ve come across. It is well worth a look.
…also we are planning to be at http://conference.e2bn.org/ so feel free to come and say hi.
twitter - follow us?
Wednesday, March 18th, 2009
we are on twitter (who isn’t?). We had a look at twitter last year, tried a few things out and didn’t really return to it until recently. We’ve been interested in the apps that have been created to support it.
twitterfon for the iphone really extends twitter and has made it a very appealing app when one the move. Tweet feeds and widgets for your own website also have extended the twitter reach.
We’ve been posting all kinds of ‘tweets’ from who’s going the shop to interesting things we’ve found on the web and at exhibitions. We are looking to see how we might be able to use it at the next elearning forum.
You can follow us at www.twitter.com/realprojects

