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Designing Learner Interfaces

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Ethan Edwards, chief instructional strategist
by Ethan Edwards, chief instructional strategist

I’m often struck by the decisions that seem to occupy an organization’s collective attention when it first embarks on an e-learning strategy.  Before the details of a single lesson are contemplated in any detail, innumerable standards are usually set—standards like: the NEXT button must appear on every screen at position X, graphic images can only be photographs, all text must be in Arial 14 pt, a perpetual sidebar menu must be active at all times, any movies must have a “skip” button, screens can only use a specified color palette, the company logo must appear on every screen in position Y, multiple choice questions must have 4 options, etc.

Learning at RiskNow I’m not saying there shouldn’t be standards, but we need to realize that these  common standards have little to do with the actual instruction, but are mainly useful as a way to streamline production or force e-learning components into corporate standards already set by IT departments for informational web pages.  But the purpose and functional requirements of a web page are quite different from an e-learning application, and in many cases, misapplying these web standards works directly against achieving the desired learning outcomes.

It’s important to make a distinction between user interface design and learner interface design.  A common principle in user interface design is to seek “transparency.”  A transparent interface is one where the user is almost unconscious of the interface and its required actions.  Once the underlying rules are understood, uniformity and minimalism in the interface allows the information to flow through without interference.  And that’s the goal of web-pages: provide an unhindered path to content.  Learner interface design, on the other hand, is designing the context (interface) that will best support learning, and the confusion arises when one fails to realize that e-learning is not just a conduit for “telling” information to the learner; it is an opportunity to engage the learner in a meaningful “experience.”  Unlike a web-page structure where hyperlinking makes the idea of “sequence” irrelevant, the instructional designer’s goal is often to create and lead the learner through a very carefully designed sequence.  While transparency is still a valuable goal, it has to be balanced with making actions and gestures meaningful and significant, which in some sense is almost akin to removing transparency.

Expedia DemoFor example, simulations are so compelling because you can’t coast through them; the interface is often varied and is meant to evoke links to actions in the real world. The backgrounds are distinct from other parts of the lesson; illustrations are often stylized or exaggerated to communicate specific messages, actions are sometimes even made intentionally more difficult to require that the learner specifically attend to the choices associated with a particular action.  Even in interactions that aren’t strictly simulations, you actually get some benefit out of creating an interface that requires the learner to think about what they are doing --reduce transparency but enhance meaning.

I’m going to continue this strand in a subsequent entry because there are too many issues left open here, but I do want  to be clear that I’m not advocating abandoning standards.  What I’m saying is that the standards we set should be to enhance the opportunities for meaningful engagement, not just to create an environment where thoughtless activity can masquerade as active learning.

Stay tuned…


Comments

Hey Ethan -- nice post.  
 
I read something a few months ago (wish I could remember where) about the point of interface design to make the user feel in control, which gave me pause (before that, I would have said it was about making the mechanics transparent/invisible).  
 
I do also think that learning interfaces do have different demands than task-based interfaces, too. I think the control notion is a useful frame for considering learner interfaces, but I like your notion that it's about enhancing meaning (germane cognitive load maybe?).  
Posted @ Wednesday, February 24, 2010 4:44 PM by Julie Dirksen
A few years back, we used to say that there was a difference between (a) navigation and (b) interacting with the content. Both involve user interface (UI) and it is convenient to conceptually think about UI navigation and UI interaction for instructional purposes.  
 
 
 
The most cited authors on UI design principles are Larry Constantine and Lucy Lockwood (principles of structure, simplicity, visibility, feedback, tolerance, and reuse. 
 
 
 
I can't help but notice that the transparency principle is not in their criteria. Perhaps transparency is most related to the combination of structure and simplicity. 
 
 
 
Constantine and Lockwood, of course, are not focused on instruction and learning. When the instruction and learning are considered, the purpose shifts the focus a bit. 
 
 
 
On the other hand, we have to be practical. Most organizations need to train or instruct employees on a large body of material (subject matter) and do it in a timely manner. Given this context, the emphasis of the discussion above seems to imply that every learning course, lesson, or activity should apply a fresh creative approach to "invoke actions in the real world."  
 
 
 
I'm not sure I completely agree with you that standards have little to do with the actual instruction. I think there are standards for interacting with content in many ways, such as standards for constructing true/false, multiple choice multiple correct, matching, or other classes of learning interactions.
Posted @ Thursday, February 25, 2010 9:09 AM by Marty Cocchiarella
Marty--I agree with you in part, but I think the value of prescribing those standards for standard question formats depends really on the intended outcome for their use. I think more often than not, those interaction styles you list are not used so much as learning interactions as evaluation interactions. By that I mean, the main outcome is to test the learner and gather a score to judge and report a score, rather than to provide a rich learning environment in which the learner is actively engaged. If you don't have standards for the evaluation interactions, the validity of the testing instrument is called into quesiton (because the learner might give the wrong answer because he didn't understand the answering convention). But if you really are focusing on creating an interaction to engage the learner in a meaningful way with some specific content, you may get a lot of benefit by customizing the learner interface in some ways that might sometimes not follow strict "user interface" guidelines that were established in non-learning contexts.
Posted @ Tuesday, March 02, 2010 11:04 PM by Ethan Edwards
In the world of corporate training, where there is so little time and so much training, UI standards and navigational consistency helps the learner speed through the material. Learning a new UI for every new course can be an unecessary barrier that discourages participation.  
 
 
 
As designers, we all like to think our custom designed UI deserves the user's full attention to learn and they should take the time to "discover" all the intricate details and useful features. 
 
 
 
But in the real world, most users want a familiar UI where they can navigate quickly, much like driving and reading traffic signs.
Posted @ Wednesday, March 03, 2010 9:39 AM by Patrick Leong
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