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Graphic Design for e-Learning

Interfaces that Support

Learning

Adrian Taylor, Enspire Learning

June 15-16, 2006

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Interfaces that Support Learning

About

ƒ What we do

•Enspire develops custom learning courseware, simulations, and blended learning programs for a broad range of clients

•Since our founding in 2001 we have successfully delivered over 200 projects

ƒ Our team

•50 professionals including instructional designers, script writers, multimedia designers, technologists, and audio and video professionals

ƒ About me

•Developed a wide range of multimedia such as websites, CD-ROMs, e-learning applications, and kiosks for start-ups, software developers, publishers, advertisers, and media groups

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In this session

ƒ

Discuss the importance of good interface

design

ƒ

Review the key principles of good interface

design

ƒ

Outline our process and techniques for

designing user-centric interfaces

ƒ

Review some demos

Why is good interface design so

important?

ƒ

The user interface is the gateway through

which all content is accessed

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Successful interface design

ƒ

Is intuitive, making it easy to learn the system

and use it

ƒ

Makes it easy for users to perform tasks:

•Accurately

•Completely

ƒ

Puts the user at ease

ƒ

Respects the user’s time by making tasks

efficient

Unsuccessful interface design

ƒFrustrates users and creates

unwarranted anxiety

ƒReduces learner motivation,

sometimes to the point of exiting the program

ƒObscures paths to task

completion

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Cognitive load theory and interface design

ƒ Three types of memory

•Sensory - is used to perceive information (visible/audible)

•Working - performs the intellectual activities associated with thinking and processing information

•Long-term - stores knowledge and skills

ƒ Knowledge and skills can be transferred to long-term memory only after they have been processed by working memory

ƒ Working memory has a limited capacity, so additional processing required by an interface can reduce knowledge transfer and retention

Dr. Graham Cooper - December 1998

What is a User Interface?

ƒA User Interface (UI) consists of the hardware and

software elements that allow a user give input or receive feedback

ƒInput:

•Touch = Mouse, keyboard, capacitive/reactive touch screen, tablet, joystick, trackball, etc.

•Speak = Microphone

ƒOutput

•See = Screen •Hear = Speakers

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What is a Graphical User Interface?

ƒA Graphical User Interface (GUI) is an on-screen

visualization of controls and data that allows the user to give input and receive feedback

ƒOperating System (OS)

ƒSoftware •Word processor •Calculator •Tetris •Web browser •Online application

Questions?

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Top 10 Principles of Good Interface

Design

ƒ

The following are not:

•All encompassing

•Hard-and-fast rules

ƒ

They are:

•Guides

•Considerations

•General best practices

1) Consistency

ƒConsistency is of paramount concern when it comes to usability

ƒCreate a set of rules and stick to them

•Explain the rules

•If your system requires adjustment, make the change consistently

•Both visible elements and invisible mapping

ƒCreate trust

•Once users learn the interface they will begin to establish expectations, meet them consistently, and feel at ease •Avoid surprises

ƒDon’t force it; if things function differently, don’t try to cram them into the same mold

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2) Simplicity is a virtue

ƒ

Only include controls, visualized information, and

features that will truly support your learner

ƒ

More choices often result in more confusion

•But don’t set arbitrary limits!

3) Visibility

ƒ

Keep interface elements visually present

whenever possible, especially those related

to navigation

ƒ

Don’t ask users to create or remember a

mental map

ƒ

Make sure that both information and controls

related to a certain task are made available

concurrently

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4) Location, location, location

ƒ Prioritize

•Not all elements have equal importance to the user •Make sure that prime real estate and scale are reserved

for the right elements

ƒ Group related elements; separate unrelated ones •Find items faster

•Reduce mouse movement

ƒ Keep the learner’s focus on the content

5) Understandability

ƒ

Information and controls should be obvious

to the user

ƒ

Reference the user’s knowledge base to

impart understanding

•Real-world representations

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6) Create efficiency

ƒIdentify areas of repetition (frequent

tasks) and work to minimize the effort required to perform those tasks

ƒConsider what is optimal for the user, not

the interface

ƒUse simple language and common user

terminology

ƒTake off the training wheels

ƒAvoid downtime

7) Feedback

ƒ

Give users confirmation of every

interaction they have with the

interface

ƒ

Keep user informed about all

relevant state-changes

ƒ

If there is a delay caused by loading

or processing, make sure the user is

made aware

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8) Safety

ƒProtect users from taking potentially damaging

action

•If an action has a large impact, ask the user for confirmation

ƒComplex features may require roll-over explanations

ƒReduce user frustration by:

•Providing up-front and/or on-demand training and help options

•Providing information within the interface that may answer common questions, reducing the need for help

ƒDon’t trap users; always provide a way out

9) Flexibility

ƒ

Create systems that allow for different:

•User types

•Learner types

ƒ

Let users control their experience

•Pacing, volume, order, etc.

•Bookmaking / resume

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10) Aesthetics

ƒ

Approachability and the law of the aesthetic

interface

ƒ

Be intentional

•Things that are misaligned or look like

mistakes confuse and distract users

•Look and feel will set expectations about

function

•Color, shape, and size have meaning

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Process & Technique

ƒ

Walk through the process we use at Enspire

ƒ

Follow some tangents on technique and best

practices

Begin with the end-user

ƒ

Good user interface design is

about users

ƒ

One size does not fit all

ƒ

At the start of all projects, the team

must make themselves

knowledgeable about the end-user,

the learner

ƒ

Interview actual end-users

whenever possible

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Know thy user

ƒ

Who is the user?

•Demographics, job duties, employer’s

corporate culture

ƒ

What are their goals?

•Accelerate at their job, stop having to ask

their kid how to use the computer

ƒ

What are their needs?

•Large text for poor eyesight, additional help

explanation, resume functionality for frequent

interruptions

Create Personas

ƒ Based on your research, develop 2 or 3 mock users (can be more dependent on segmentation in the user-group, project size, etc.)

ƒ Personas give the end-user a seat at the table

ƒ Help to answer questions during development when:

•Your team has limited access to the end-users •Your development timeline is too rapid to

practically get user input

•Decisions are limited in scope and it is not prudent to seek input

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Technical profile

ƒHow will the course be delivered (CD-ROM, online,

mobile device)?

ƒWhat are the target browsers and operating

systems?

ƒIs there any other information known about the

machines on which the user will be accessing the course (newer/older, work, home, LCD, CRT)?

ƒWhat are the bandwidth constraints?

ƒWill the course be fixed size or scalable?

ƒFrom what environment will the user access the

course (intranet, company web-site, LMS)?

Content & Course Structure

ƒ Entire team should become familiar with content

ƒ Instructional designers should work closely with information and interface designers to develop the course structure

ƒ Architect your entire training application

•Course structure, reference materials, help, links, tools, etc.

ƒ Interface design does not start by drawing pictures

ƒ Course structure should always inform interface design

•The UI grows from the application’s schema

•Reduce the user’s mental load by developing a logical structure and clearly articulating it

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Sitemaps & Flowcharts

ƒ Flow charts visualize the progression of a course

•Commonly used to architect branching or non-linear e-learning content

ƒ Site-maps are diagrams that illustrate how all parts (sections, pages, areas) of an application are connected

•Commonly used to order content by grouping it into logical sections, as well as to explore how users will navigate

ƒ Check your proposed structure:

•Do you have the right amount of order?

•Is the structure overly robust •Does the structure lack division

•Will the structure support your user’s goals and needs?

•Use cases (one-time use vs. repeat or reference use) •How is the information ordered (is the user used to seeing

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Wire-frames

ƒSimple gray-scale layouts (boxes and circles)

•Devoid of look and feel

ƒRapidly inventory elements on a screen-by-screen

basis

ƒUnderstand when users will need what information

and which controls

ƒConsistently translate application structure to

interface layout

ƒReduce risk of UI overhauls late in the development

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Appling the principles

ƒThe power of placement

•Prioritization •Ordering •Focus area ƒGrouping ƒConsistency •Common controls

•Way-finding and landmarks

•Progress

ƒKeep in mind limiting factors

•Tech profile •User profile

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Questions?

Mock-ups

ƒGather references

•Do a little visual research

•Web, periodicals, internal corporate materials, television, etc.

•Corporate branding and style guides •Context

•In what environment will the user access this application (email link, LMS, training center, kiosk)

ƒAvoid ego and channel the user

ƒIterate

•Work macro to micro (don’t get caught up in the details or get too attached too early)

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Metaphor

ƒ Visual metaphors can help the user understand complex applications by referencing a real-world system they already have familiarity with

ƒ Choose carefully:

•Avoid metaphors that are too loosely related

•Aim for rich metaphors which can be used throughout the application

•Use caution when applying multiple metaphors

ƒ Use visual representation, audio, and animation cues to reinforce metaphor

ƒ Keep your audience in mind

•Is this a system they would be familiar with? •Metaphors don’t always cross borders

Visual language

ƒ

Every time we develop an

interface, we invent a visual

language

ƒ

Make rules and apply them

consistently

•Interactive elements

•Passive elements

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Development

ƒ

Keep communication channels open

between designers and developers

ƒ

Be flexible and responsive during

development and testing

•Build modularly

•Monitor how changes affect the interface as a

whole

ƒ

Pair the interface with content early and

often

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Reusability

ƒKeep things modular

•Autonomy for all elements

•Keep labels, sizes, even colors dynamic and easily updatable

ƒAllow for extra everything

•Titles, quantity of navigable sections, number of pages or media elements, character limits in text fields

ƒIf the structure and interface are developed

collaboratively between the instructional designer and interface designer, then a content template can be generated for future courses

Accessibility & Usability

ƒWhen using color to convey information, make sure

to use a secondary indicator as well

ƒMake sure you have enough contrast

•Foreground/background •Text on plane

ƒUse text that is appropriately sized for your target

audience

ƒConstruct a logical tab order that supports refresh

and common tasks

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User testing

ƒGo straight to the source:

•When possible, get feedback directly from end-users •Make sure your review group represents the different

segments of your target audience

•Try to keep the same reviewers throughout

development but supplement them with fresh eyes for the last major release

ƒTest early

ƒAvoid testing between functional releases

ƒWhen access to actual end-users is not possible, try

to get personnel that have worked with, managed, or trained the target audience

Demos

ƒVirtual Team Management

•SAP University

ƒElectronic Communications: Using Invision

•Texas Health Resources

ƒIto University Foundations

•United Technologies

ƒTrueComp Enterprise – Analytics

•Callidus Software

ƒMission: Train and Sustain

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Thank you for your time.

Feel free to contact me with additional

questions or comments.

Adrian Taylor

[email protected]

Figure

Graphic Design for e-Learning  Interfaces that Support

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