Integrating Design-Based Research and Agile Scrum for Inclusive Educational Technology Design: Best Practices and Challenges from an Accessible Augmented Reality Learning Authoring Tool Project
Abstract
1. Introduction
2. Background: Methodological Foundations
2.1. Design-Based Research (DBR) for Multimedia Systems
- Collaborative and Design: Researchers and practitioners (e.g., instructors, students and designers) work together in all phases, ensuring that the intervention is theoretically grounded and practically viable in its real-world context.
- Iterative Refinement: The design of a multimedia artifact evolves across cycles; early prototypes are treated as exploratory tools for empirical learning rather than as final products, enabling the discovery of design principles through repeated testing.
- Mixed-Method Evaluation: Qualitative observations, interviews, and quantitative measures (e.g., usage analytics, usability data) are combined to evaluate the effectiveness and user experience of each iteration.
- Theory and Principle Building: DBR seeks to contribute both design principles and mid-range theories that guide the creation of technology-enhanced learning environments.
2.2. Agile Scrum for Educational Software Development
- Iterative Development Cycles: Develop in short, fixed-length cycles (sprints) with a potentially shippable product increment at each sprint’s end. This allows for frequent delivery and testing of multimodal features.
- Prioritized Product Backlog: Features are represented as user stories that can be re-ordered or refined as needs change. The Product Owner represents stakeholders in prioritizing features, ensuring that resources are directed toward the most pedagogically and accessibly significant goals.
- Collaborative Team Structure: Daily stand-up meetings, sprint reviews, and retrospectives foster open communication and collective accountability. Defined roles—such as Scrum Master, Product Owner, and development team—create clear responsibilities for facilitation, prioritization, and execution.
- Adaptability and Responsiveness: If new requirements or user feedback emerge, they are incorporated into the next sprint rather than deferred to a long development cycle, promoting agility and inclusiveness in the design process.
3. Related Work
4. A Hybrid DBR-Scrum Framework for Inclusive Multimedia Design
4.1. Phase 1: Preliminary Research & Analysis
4.1.1. The Role of Accessibility-Focused User Stories
- As an instructor with visual impairment, I want the interface to be fully voice-input navigable, so that I can create AR content independently.
- As a deaf student, I want synchronized captions for all audio in AR experiences, so that I can access equivalent information.
- As a novice teacher with limited technical experience, I want guided templates, so that I can author AR content without coding skills.
4.1.2. Tool Overview: Accessible AR Authoring Tool
4.2. Phase 2: Iterative Development & Formative Evaluation
4.3. Phase 3: Summative Evaluation
5. Best Practices for Integrating DBR with Scrum in Inclusive Multimedia Design
5.1. Engage End-Users as Co-Designers
5.2. Use Accessibility-Focused User Stories
5.3. Align Iteration Cycles
5.4. Define Hybrid Roles and Responsibilities
5.5. Maintain a Dual Focus: Product and Knowledge
5.6. Adapt Agile Artefacts for Research
5.7. Employ Scrumban for Adaptive Flexibility
5.8. Foster Continuous Communication and Reflective Practice
6. Challenges and Potential Mitigation Strategies
6.1. Balancing Research and Development Priorities
6.2. Scope Creep and Iteration Management
6.3. Timing and Scheduling Conflicts
6.4. Ensuring Rigor in Data Collection and Analysis
6.5. Managing Iteration Fatigue
6.6. Ensuring Transferability and Generalization
7. Discussion
7.1. Synthesizing Findings: Linking Hybrid Processes to Inclusive Outcomes
7.2. Interpreting the Findings: Toward a Pragmatic Model for Inclusive Multimedia Design
7.3. Relationship to Prior Work
7.4. Broader Implications and Future Work
8. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| AR | Augmented Reality |
| DBR | Designed-Based Research |
| HCI | Human Computer Interaction |
| MVP | Minimum Viable Product |
| WCAG | Web Content Accessibility Guidelines |
| UDL | Universal Design for Learning |
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Shidende, D.; Moebs, S. Integrating Design-Based Research and Agile Scrum for Inclusive Educational Technology Design: Best Practices and Challenges from an Accessible Augmented Reality Learning Authoring Tool Project. Multimedia 2025, 1, 6. https://doi.org/10.3390/multimedia1020006
Shidende D, Moebs S. Integrating Design-Based Research and Agile Scrum for Inclusive Educational Technology Design: Best Practices and Challenges from an Accessible Augmented Reality Learning Authoring Tool Project. Multimedia. 2025; 1(2):6. https://doi.org/10.3390/multimedia1020006
Chicago/Turabian StyleShidende, Deogratias, and Sabine Moebs. 2025. "Integrating Design-Based Research and Agile Scrum for Inclusive Educational Technology Design: Best Practices and Challenges from an Accessible Augmented Reality Learning Authoring Tool Project" Multimedia 1, no. 2: 6. https://doi.org/10.3390/multimedia1020006
APA StyleShidende, D., & Moebs, S. (2025). Integrating Design-Based Research and Agile Scrum for Inclusive Educational Technology Design: Best Practices and Challenges from an Accessible Augmented Reality Learning Authoring Tool Project. Multimedia, 1(2), 6. https://doi.org/10.3390/multimedia1020006

