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Beginner
Basics >
Designing
e-Learning User Interfaces Part 1: Assisting User Memory
by
Kevin Kruse
Although
human brains still are vastly more powerful and intelligent
than computers, computers are much better than people when
it comes to remembering things. Much of the work done in human-computer
interaction is focused purely on ways to reduce the load on
the human user's memory. By understanding how humans remember
things, we can develop effective strategies for aiding our
memory - and can improve training programs.
How
Human Memory Works
Educational
psychologists still do not know for certain how people process
and remember things. The "information processing model"
is the best explanation to date. It is the model for both
instructional systems theory and user interface design. The
diagram below shows step by step how humans process information
from a computer. First, the computer provides external stimuli
in the form of text, pictures, and audio that gains the attention
of the receptors in the eyes and ears. The receptors pass
this information into sensory storage for automatic processing.
Sensory storage processes all stimuli in real-time, so as
new information comes in, it replaces the previous information.
Stimuli
--> Receptors (Eyes, Ears, Hands) --> Sensory Storage
--> Short Term Memory --> Long-Term Memory
Stimuli,
or information, that has any value to the perceiver will be
passed along into short-term memory, also known as working
memory. Scientists have shown that short-term memory can only
hold about seven to nine items at a time, and these items
will be held for only about 30 seconds unless a memory aid
is used, such as repetition or chunking.
For an
everyday example of the use of a short-term memory aid, consider
how you try to remember a phone number given to you when you
don't have pen and paper handy. You might repeat the number
several times to keep it present in your short-term memory
- "908-555-1212, 908-555-1212, 908-555-1212". Of
course, rather than memorizing one long string, "9085551212,"
you would "chunk" the numbers into three smaller
pieces - "908-555-1212" -- to aid your memory.
The ultimate
goal of training and education is to get relevant information
through short-term memory and into long-term memory where
it can be accessed at a later time. Long-term memory is like
a giant warehouse where you keep many of your previous experiences
and knowledge - memories of your high school prom, details
of a play you saw, or important information about business
competitors.
The real
challenge when working with long-term memory is not just how
to store information in that memory area, but rather how to
get it back out again when needed. Research indicates that
there are many tactics that will improve a person's ability
to find and access information locked up in long-term memory.
Among devices used to aid in future recall are mental pictures,
emotional intensity, word associations and use of multiple
senses.
These
techniques are often put to practical use in our everyday
surroundings. Anybody who has ever been in the vast O'Hare
airport parking garage in Chicago has probably chuckled at
how they remember where their car is parked. Instead of using
alphanumeric location indicators, such as "Parking Deck
C, Level 2, Section 11," O'Hare indicates "Chicago
Bulls, Michael Jordan, Red Section." A traveler returning
from a trip several days later probably would probably struggle
to remember something like "C-2-11" and be more
likely to think, "Oh yeah, I was in the Chicago Bulls
Section, with Michael Jordan, and Red."
Chunking
Information and Organizing Menu Structure
Using
what we know about short and long-term memory, we can apply
the following strategies to maximize the effectiveness of
a program's menu system.
-
A
menu should ideally have no more than seven items on it.
If a menu has more than seven items, see if it can be
split logically into a higher-level menu and a sub-menu.
This helps students remember which menus contain certain
items.
-
The
order or placement of menu items should match the structure
of the tasks.
-
If
there is no sequence associated with menu items, place
the most commonly used options at the top of the menu
and least-used items on the bottom.
-
Sub-menus
should have titles that reflect the selected option from
the previous menu. This serves as a simple reminder
of where they've been and how to get to this menu again
in the future - without taxing their memory. In web-based
programs the use of "bread crumbs" are often
used, which are simple text indicators of the user's current
location (e.g., "Home >> Objection Handling
>> Valid Objections")
Using
Mental Models or Visual Metaphors
A mental
model or visual metaphor is the internal picture we create
to help us understand how things work. Even though we are
not conscious of our mental models, they help us to use computers
effectively. Similar to models, designers use visual metaphors
to take advantage of what we already knew when helping us
understand something new.
A good
example of a visual metaphor is the directory structure of
a computer as presented by MS-Window's Explorer program. While
the computer actually stores files and data haphazardly on
a its hard drive, the visual metaphor presented to the user
is that of file folders and a vertical ordering system.
This metaphor
gives an artificial but clear sense of order to the system.
As users we imagine that our documents are being held in these
little folders, and that there is some kind of "depth"
to them. We even use this model in our everyday language when
we say things such as "It's not in that folder, move
up one level" or "I can't remember where
I put that file. I must have buried it somewhere."
Mental
models and metaphors, however, are still subject to short-term
memory restrictions. Most users begin to get lost when their
model contains more than three layers or paths. Imagine a
training program that has a Main Menu (the first level) from
which students gain access to a specific lesson (the second
level), and eventually click on a hyper-link called "More
Information," which displays some additional text (the
third level). At this point, most students will still have
a clear understanding of where they are in the program, and
how to retrace their steps, if necessary. But if students
are once again presented a link for more information, such
as a "Case Study" from within the "More Information"
section, they will begin to lose track of their location or
the relationship of the on-screen content to the overall lesson.
Don't
Overload the Sensory System
The
human sensory system processes all external stimuli, and it
can be easily overloaded with too much stimulation. Information
overload can occur even from background noise or peripheral
images and animation. A multimedia program that plays continuous
background music or repeats a complex animation on a screen
to engage the user is just as likely to distract him or her.
In reality, this type of overuse of visuals or "eye candy"
can conflict with the processing of more relevant content.
Using
Multiple Access Points
A simple
way to relieve the burden on the users' memory is to provide
multiple ways by which they can locate and access the content.
Common methods are described below.
-
Main
Menu. The primary access point is always the program's
Main Menu, which should be well organized and descriptive.
Rather than using generic names, such as "Lesson
1," "Lesson 2," use descriptive headings
such as "1: Overview to Customer Service" and
"2: Dealing with Difficult Customers."
-
Bookmark
and student history. A bookmarking system enables
students to exit from any screen in the program, and upon
reentering at a later date, resume exactly where they
left off. This tracking information is often stored in
a student history file.
-
Index.
An index of key topics or of all learning objectives helps
users find specific information. A well-indexed system
will enhance any training program's subsequent use as
a just-in-time support tool.
-
Keyword
search. The keyword search enables students to type
in a word and have the program scan the entire textual
contents for all occurrences. While a very powerful feature,
a keyword search only looks at on-screen text and cannot
identify information presented as audio narration.
-
Site
map or content map. A visual representation of the
order of the topics in the entire program, or content
outline, is called a site map. Typically, it graphically
displays the entire menu system, extending down to individual
learning objectives.
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