
Beginner
Basics >
Designing
e-Learning User Interfaces Part 4: Provide User Guidance
by
Kevin Kruse
e-Learning
has significantly transformed training, replacing many traditional
classroom sessions. But students of all ages are still students,
and perform best when given guidance and feedback. Just as
in personal relations, politeness and courtesy should be extended
in all technology-based training situations.
Include
Page Counters
Every
linear tutorial should have an on-screen page counter that
tells users which screen or "page" they are on and
how many more exist in the lesson. This simple message "Screen
5 of 25" clearly describes what is required to finish
the lesson in the program and engenders student confidence.
With self-paced programs that can be taken at any time, this
type of progress marker helps users answer questions like
"I have a meeting in 15 minutes - can I finish this lesson
or should I quit now?"
Some
designers recommend the use of time estimates rather than
page counters. For example, "Lesson 1: Overview (10 -
15 minutes)." However, estimating the time needed for
self-paced training is difficult. Be aware that even though
a range is given, some students may feel anxiety from the
implied time limitation. For example, some students may self-impose
pressure to finish the lesson in fifteen minutes or less,
while others may feel inadequate if they take much longer
than the time estimate. Since a major benefit of technology-based
training is that it is self-paced, measuring time rather
than screens artificially imposes time expectations and can
be counter-productive to the learning process.
Make
Help and Instructions Easily Accessible
Even
if a program's interface is simple and intuitive, it won't
appear to be that to 100 percent of its audience. Always include
a "How to Use This Program" section on the Main
Menu for new users who may need specific directions on how
to use menus, buttons, and other features.
These
navigational instructions should also be accessible as "Help"
from any screen in the program. Make sure that when users
exit the help screens they return to their last location within
the tutorial.
Write
Clear Error Messages
Most error
messages are written at the last minute by programmers. Make
sure they don't sound like "techie" messages, like
the log-in feedback below:
- Data
Error! You used an invalid ID format. Correct format is
xxx-xx-xxxx.
Now look
at the improved version of the same message below. It uses
polite language, avoids computer jargon (e.g., "data")
and gives a more clear numeric example:
- Please
re-enter your employee ID number using this format: 123-45-6789.
Give
Appropriate Warnings
Providing
information and feedback includes a responsibility to warn
the user of the consequences of their actions. As previously
described in the Reversible Actions section earlier in this
chapter, users should be stopped and presented with confirmation
request before accepting log-in data, taking a test, or exiting
the program.
Make
Messages Polite
In
The Media Equation (Reeves, 1996) Byron Reeves and
Clifford Nass present conclusive research that people treat
computers like real human beings. Even when great care is
used to create androgynous on-screen narrators (such as a
talking, animated floppy disk) or sterile messages within
plain display windows, users will project both gender and
personality onto (or into) the computer.
As Reeves
and Nass explain, "This is pivotal for the design of
interactive media, because the biggest reason for making machines
that are polite to people is that people are polite to machines.
Everyone expects reciprocity . . . when a technology (or a
person) violates a politeness rule, the violation is viewed
as social incompetence and it is offensive."
Simple
technology-based training politeness rules include:
-
Say
hello and goodbye. After the log-in procedure, greet
students warmly with a message like, "Welcome back,
<Name>. Would you like to resume where you left
off, or go to the Main Menu?" Upon exiting, a simple
"Goodbye" message provides easy closure.
-
Don't
use exclamation points. In error messages or feedback
to wrong answers, exclamation points are unduly severe.
Even for positive reinforcement, such as "That's
correct!" exclamation marks become pedantic with
overuse.
-
Blame
the computer, not the user. When displaying error
messages or providing feedback, construct text so that
the user is not accused of the mistake.
-
Use
audio effects sparingly. Playing audience cheering
noises for correctly answered questions or buzzing sounds
for incorrectly answered ones are suitable in self-assessment
games. But these types of audio effects can be annoying
to students and distracting to those around them and should
be used infrequently within tutorials.
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