In 100 Things Every Designer Needs to Know About People, examines the science and research of how people
interact and behave in order to better understand how to design for them. Her application of psychological principles
makes for an enjoyable read focusing on how people see, read, remember, think,
and focus their attention. She further
investigates motivation, social interactions, feelings, mistakes, and decisions. Each of the 100 things includes an
examination of research, examples (with abundant graphics), and takeaways in a
concise few pages. The book is enjoyable
and useful both as a cohesive read and a flip-through reference to help you
make better design decisions. Below,
we’ll examine 10 of her design principles and how they apply to eLearning
design.
Scanning Screens
As learners interact with your modules, they
have certain expectations based on how they interact with media throughout
their day. Next buttons should be to the
right of previous buttons, titles appear at the top, and text below images
describes those images. While sometimes
you want to think outside the box, the constructs of how people interact with
media has certain expectations to which the designer should adhere.
Text Line Length
Shorter is easier to read, but longer lines
read faster. As an eLearning designer,
it is important to keep your text lines short when using body copy. Eye strain is another factor to consider as
people are typically reading on backlit devices such as monitors or
tablets. Keeping the lines short makes
it easier for your learner to read and process the information.
Use It or Lose It
To move information from working memory to
long-term memory, people have to use it or make connections with it. You can better understand the concept of a
black squirrel if you already know what a squirrel is so you can pin the
information to something known.
Designing your interactions to have people use and connect the new
concepts will help them to remember better.
With those interactions, you’ll also want to be certain to highlight the
most essential information from your module to ensure they are remembering what
you have designed for them to take away.
Chunk Your Content
Rather than providing all the steps to a
process on a single page, chunk the content in order to make it more manageable
for the learner. By providing digestible
nuggets of information, you can help the learner to understand portions or
perform a small subset of tasks as opposed to overwhelming them with the entire
system at one time. This will help them
focus on and master a portion before moving on to the next section.
Use Stories
As you sit through presentations, do you
remember the pages of data or the interesting stories that are shared by the
presenter? Unfortunately, this may mean
that you leave presentations remembering more about the travel difficulties of
the presenter getting to your site as opposed to the primary content she
intended for you to understand. Stories
help people process information, hold attention, and provide context for
material. As such, they are much more
memorable than data, facts, and figures.
Focus Attention
As you are walking onto the stage to give a
presentation on color theory, you look into the audience and are surprised to
see your childhood friend Pam sitting
in the front row.
Without re-reading the sentence above, do you
remember what the presentation was about?
Do you remember who was in the audience?
By bolding text, changing color, size, using images, or otherwise
emphasizing a portion of the material presented, you draw the learner’s
attention to that element. People often
can’t focus on everything, but you can help them better understand the material
by providing consistent layout and text clues to pique their attention to the
most important information.
Keep It Short
Based on the research presented by Dr.
Weinschenk, most people can focus for 7-10 minutes. After a break, they can focus for another
7-10 minutes. By chunking your content
to be digested in 7-10 minutes or including interactions or other activities to
break up the flow of the module, you can ensure that your learners will be at
their best to receive the information you are presenting to them.
Reward Structure
If you are creating modules with elements of
gamification, you are probably using points, coins, tokens, or some other form
of reward to engage the learner and helping them release dopamine. There are two methods of providing reward:
ratio and interval. Ratios are provided
based on the number of times someone does something. Intervals are provided based on a particular
amount of time. Each method can also be
fixed, rewarding every 10 minutes, or variable, rewarding at a random
period. The most effective reward structure
is variable ratio. If you are designing
these sorts of rewards into your modules or games, you are best to reward
people based on their interaction with your product at a variable amount of
interactions.
Mistakes Happen
Have you ever watched someone use one of your
eLearning modules? It can be an
eye-opening experience. You designed it
in the best possible way for everyone to simply understand how it works, but
then you are shocked to see someone stare blankly at the screen without knowing
what to do next. “CLICK!” you want to
scream.
People make mistakes and behave in seemingly
unforeseeable ways. When you are
designing a module, be sure to provide feedback and information to help the
most confused of your learners. At
times, this can be difficult as you don’t want to clutter the experience of the
many based on the confusion of the few.
In those instances, it can be helpful to provide feedback at a certain
time period that wouldn’t appear for learners who know how to use the module,
but can assist the confused user. For
example, having a next button become highlighted or flash after the screen has
been stagnant for 10 seconds to help someone who doesn’t know what to click
next. Your seasoned users won’t ever see
the indicator as they will have already moved to the next page, but it can then
unobtrusively assist those who need the extra direction.
Provide Choices
Animal research has demonstrated that the
perception of choice makes one feel in control of a situation, making it more
enticing to them. Branching scenarios,
non-linear navigation, and interactions help a learner feel in control of their
learning experience, even if the amount of non-essential information presented outside
of the primary path is minimal.
Non-linear modules are a simple way to provide choice without
sacrificing information, assuming the content doesn’t build on itself. If there are three key elements to the
concept, let the learner choose which concept to tackle first. You can build your module to require they see
all three of them before proceeding, so the information shared will be the
same, but they will be in control of their learning experience.
Summary
Dr. Weinschenk’s book is an excellent,
approachable guide to essential knowledge related to design. While not focused on instructional or
interface design, the concepts are all essential to eLearning designers (or even
classroom teachers). As a developer, you
wear the hats of instructional designer, graphic designer, interface designer,
developer, marketer, and communicator.
All of the concepts covered in her book will help you better understand
your craft. While some are common sense,
others seem almost counter-intuitive. As
you look to expand your knowledge, building your toolset and bookshelf, 100 Things Every Designer Needs to Know About People is a welcome tool in your
arsenal.
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