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Beginner
Basics >
Designing
e-Learning User Interfaces Part 2: Put the User In Control
by
Kevin Kruse
An effective
interface puts the user in control of the program, or at the
very least, lets them feel like they are in control.
By giving users control, their anxieties are eased, confusion
is minimized, and an environment conducive to learning is
created. Descriptions of a number of time-tested ways of putting
the user in the driver's seat follow.
Status
Messages
If
the computer is busy for longer than four seconds the program
should display what is called a status message. This message
alleviates the users' concerns that the software may have
"frozen" or "hung up." Though the message
in itself doesn't provide control to the user, the
communication to the students helps them to feel that
they are still in control. The initial software installation
almost always requires a status message. Typically a meter
is used to show the installation progress from zero percent
to 100 percent complete. Other operations that might occupy
the computer and require a status message include accessing
student records, calculating test scores, and printing completion
certificates or other documents.
Reversible
Actions (Undo or Back)
Well-designed
software protects users from making incorrect choices or errors.
Knowing that the software is "forgiving" also increases
a student's confidence and reduces their anxiety. Several
of the most important checkpoints where actions should be
reversible are listed here.
-
Log-in
screens. Most programs require students to log-in
with their name and/or an identification number at the
beginning of the program. This information is used for
bookmarking purposes, test reporting, and other administrative
activities. Because of the critical importance of this
information, students should have the opportunity to review
their log-in data for accuracy.
-
Exiting
the program. Users may mistakenly click the Exit button
when they want to access the main menu or leave an exam.
Rather than closing the program and returning them directly
to the operating system, clicking the Exit button should
make a window pop up with a confirmation message such
as, "Do you want to exit this program and return
to Windows?" The option buttons available should
be labeled "Exit Software" and "Return
to Program."
-
Taking
a test. Final exams are often timed and intentionally
prevent the student from leaving the test module until
they are finished with the test. This kind of program
control is designed to keep students from looking for
correct answers in the lessons. Before the test is started,
a confirmation message should appear that advises the
student, "You are about to begin the test. Once you
start this test you will have to finish it in one sitting.
You will not be able to take the test again. Are you sure
you are ready to take this test now?" Action buttons
should be clearly labeled "Take Test" or "Return
to Main Menu."
-
Previous
page. Perhaps the most obvious "undo" feature
is the "previous" page button or "back"
button in a linear tutorial. In addition to giving students
the control to move forward in a program, an effective
interface also enables them to move back to a previous
page.
-
Replay
audio or video. Related to "undoing" a function
is "redoing" a function, the most common being
an on-screen button that replays the audio narration.
Mouse
and Keyboard
The mouse
and keyboard are two common hardware components of the user
interface and the most commonly used controls. Less common
hardware interfaces include touch screens and voice-recognition
systems. Although most computer users today prefer to use
the mouse, many experienced users gain greater productivity
using the keyboard. A good interface supports both options.
An example
of where keyboard and mouse should both be supported is on
question screens. When presenting a multiple choice question,
students should be able to use the mouse to click on answer
A, B, C, or D or press the desired letter on the keyboard.
Similarly, confirmation message windows that require the user
to click on a "Yes" or a "No" button should
also allow the keyboard letters "Y" and "N"
to indicate the same action. Finally, the most common use
of dual support is accepting the keyboard right and left arrow
keys as equivalents for the "Next" and "Back"
buttons.
One-Click
Access to Help, Menus, and Exit
Users
need instant access to the functions they use most frequently
and especially to those features that help them to escape
or end their current session. Buttons or links that jump directly
to help, the Main Menu, or the exit procedure should appear
on every screen.
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