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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.



© 2002 - 2004, Kevin Kruse