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How To Conduct User Research And Build Features

How to Conduct User Research and Build Features

  • October 5, 2015

“So, Megan, what do you do?”

What a loaded question, geeze. I do lots of things. I run. I eat. I hang out with my 5 rabbits (yeah, they’re awesome). Everyone asks me this question at every networking event, and I still don’t have a succinct, articulate answer. I usually reply with something along the lines of,

“I do user research and product strategy consulting for early stage startups.” 

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IBM Forecasts Major Advances In Cognitive Computing

IBM Forecasts Major Advances in Cognitive Computing

  • December 27, 2013

IBM on Tuesday released its annual “5 in 5” list of predictions about technological innovations that will change the way we live in the next five years, with the theme this year being cognitive advances in computing that help machines “learn” how to better serve us. 

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Serious Games And The Future Of Education

Serious Games and the Future of Education

  • September 18, 2013

Are serious games the classroom tool of the future? Is the future already here?  The tablet classroom may have once been the stuff of science fiction, but modern developments in technology and brain science may have come together to create a massive change in the way we think about education. 

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SimCityEDU: Using Games For Formative Assessment

SimCityEDU: Using Games for Formative Assessment

  • March 19, 2013

As game-based learning gains momentum in education circles, teachers increasingly want substantive proof that games are helpful for learning. The game-makers at the non-profit GlassLab are hoping to do this with the popular video game SimCity.

GlassLab is working with commercial game companies, assessment experts, and those versed in digital classrooms to build SimCityEDU, a downloadable game designed for sixth graders. Scheduled to be be released in the fall of 2013, it builds on SimCity’s city management theme, but provides specific challenges to players in the subject of STEM.

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After-School Program Exposes Students To Virtual Reality

After-School Program Exposes Students to Virtual Reality

  • November 2, 2012

CEDAR FALLS — The teeth of a John Deere combine poke out into a dark theater.

Students raise their arms and try to touch the behemoth as it floats what seems like inches from their faces. But their efforts are futile. Their hands can’t grasp the 3-D image on the screen in front of them. But their imaginations can.

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In ‘Kinect Sesame Street TV’ On Xbox, The TV Talks Back To Kids

In ‘Kinect Sesame Street TV’ On Xbox, The TV Talks Back To Kids

  • October 4, 2012

NEW YORK (AP) — Elmo, Big Bird and the rest of the “Sesame Street” crew have always talked to kids. Now, they’ll try to have a two-way conversation with their pint-sized audience using Kinect, the motion and voice-sensing controller created by Microsoft.

“Kinect Sesame Street TV,” out Tuesday, is not exactly a video game, though it runs on the Xbox 360 video game system. There are no winners and losers, no real rules to follow and no points to score. If you don’t want to play, that’s fine. Just sit back and watch “Sesame Street,” as kids have for the past 43 years. But if you do play, Grover will count coconuts you’ve thrown, the Count will praise you for standing still and Elmo will catch a talking ball if you throw it to him.

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20 Coolest Augmented Reality Experiments In Education So Far

20 Coolest Augmented Reality Experiments in Education So Far

  • October 1, 2012

Augmented reality is exactly what the name implies — a medium through which the known world fuses with current technology to create a uniquely blended interactive experience. While still more or less a nascent entity in the frequently Luddite education industry, more and more teachers, researchers, and developers contribute their ideas and inventions towards the cause of more interactive learning environments. Many of these result in some of the most creative, engaging experiences imaginable, and as adherence grows, so too will students of all ages.

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20 Educational Games That Were Ahead Of Their Time

20 Educational Games That Were Ahead of Their Time

  • September 25, 2012

While there has been a surge in the acceptance and prevalence of game-based learning in schools over the past decade, especially in light of the success of programs like Khan Academy, playing games in the classroom is nothing new. Educational games have been a commonplace part of the K-12 experience since the beginning of the 1980s (and in some places well before that), with early titles introducing students to fundamental math, history, and problem solving concepts just as games do today. While the graphics may not have been great, the games helped to engage a generation of kids with technology and laid a solid foundation for the educational games that were to come.

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