Computer-Based Training, Graphical User Interface (GUI) Visual
Element Design and Development Standards
by Pete Thibodeau (thibodep@lee-dns1.army.mil)
Originally Published in T.H.E.
Journal, February 1997, pp. 84-86
Computer-based training is a proven method for delivering high-impact,
cost-effective training solutions. More and more education, instruction,
and training development organizations are utilizing state-of-the-art authoring
technology, storyboarding techniques, and digital storytelling techniques
to design and create comfortable, positive learning environments where
the learner is engaged through meaningful scenarios and activities. The
learners retention increases substantially as the subject matter becomes
more meaningful and non-threatening to the student.
Creating multimedia takes more than just the right hardware and software,
and because learners will be relying more and more on computer-based training,
the interactive courseware developer should establish and follow a set
of specifications that will be the standard throughout the preparation,
design, and development of the graphical user interface (GUI) used for
each interactive course or lesson being developed.
The author has limited the focus of this article to visual element considerations
associated with the use of video, text, graphics and animation and interactivity.
Video Considerations
Video can be a significant component in the development of interactive
courseware (ICW). Some considerations when utilizing video might include:
- Use long, medium and close-up shots to establish a visual introduction.
Use the close-up to get the learners attention and hint that the video
being presented is important. A longer-shot is used to fix frames of reference.
The developer should not use static shots.
- The zoom-in can be used to focus the learners attention on a specific
object or area while at the same time maintaining visual bearings.
- If you are introducing something new, focus on the object or area long
enough to allow it to register with the learner.
- You will want to make sure that there is no distracting movement in
the video and that the object or area of focus is well lighted. The learners
eye will naturally focus on the lighted area and the movements in the video.
- Some video formats that you may consider include; a "walk-through"
a facility or event with an off screen narrator, a "talking head"
for lectures, "show and tell" when demonstrating, interviewing,
a talk show format, a panel discussion, or a simulation.
- If you will be presenting a simulation that permits the learner to
perform steps or activities as closely as possible to the actual situation
(i.e. manipulating the flight controls in an airplane cockpit ), make it
a "first-person" simulation. The first-person method helps transfer
from training to performing on the job.
- The use of audio and video together will help to reinforce the
learning because the learner uses the two senses of hearing and
seeing. The two pieces (audio and video) must be related. You must ensure
that the visual is relevant to the content and that each video ties in
directly to the accompanying video. The delivery of irrelevant or inappropriate
visuals will confuse the learner.
- Show events of the future or the consequences of inappropriate performance
(i.e., a disaster caused as a result of human error such as the consequences
of improperly packing a parachute) prior to instruction. This will make
an impression on the learner about the dangerous outcomes associated with
the unacceptable performance and will encourage the learner to embrace
acceptable behaviors or practices.
- Finally, use video rather than still photos if the content requires
movement to clearly portray the point to be made.
Graphics and Animation Considerations
Graphics and Animation can also be used to enhance learning. Considerations
when including or designing graphics and animation might include:
- Use graphics or animation when; a realistic presentation (i.e., video)
may overburden the audience with too much detail, the conditions or problems
to be depicted occur so infrequently that video is not practical, or explicit
details are necessary. Video often has lower pixel density than graphics.
- Graphics help in the reduction of inapplicable details and highlight
key information. You might want to use video in conjunction with a video
clip (together) or following a graphic delivery.
- Avoid the use of biases or stereotypes in your graphics or animations
(gender, ethnicity, religion, etc.). The use of biases or stereotypes is
debasing and distracting.
- Use humor cautiously and only if it helps to increase learner interest
and to promote recall. Learners recall sensational or humorous information
better and can be motivated by it.
Text Considerations
Text is used to present the content and/or highlight certain information.
Considerations when including or designing text might include:
 | Limit the amount of text on the screenit is more difficult and takes
longer to read text on a screen than in print. People read text on a computer
screen at a rate 28% slower than if reading from a book. |
 | Position text appropriately. Regular text should be left-justified
only. Center headings and titles. Do not hyphenate words at the end of
a line. |
 | When formatting your screens, the following techniques might be useful: |
- Provide a generous amount of white space to separate blocks of information.
- Use headings as content summaries and navigation aids.
- Convert sentences containing serial items to lists.
- Organize complex information into tables to help learners integrate
program content.
- Reserve the use of all upper case letters for adding emphasis and to
titles only.
- Limiting the highlighting or boldfacing to 10% of the screen display.
- Reserve italics for titles or headings.
- Use reverse video or blinking with discretion. At no time "blink"
text to be read.
- Make use of mixed type sizes or fonts to contrast screen components.
- Use no more than one attention-getting technique per screen display.
Keep in mind that overly saturating the screen will reduce the effectiveness
of the attention-getting technique.
 | Verify the appropriateness of the colors used for text under simulated
presentation conditions. The clarity of colors used for text will vary
depending on such factors as the color of the text against the screen background
colors, lighting of the rooms where the ICW work station are located as
well as the proximity of the student to the screen. |
Interactivity
The development of the interactivity options requires that the developer
ensure that the learner is in control of the learning environment. The
following are considerations in interactivity design:
- Break the content down into small units. Build in questions with positive
and negative feedback. Allow the learner the opportunity to review sections
and dont forget to provide a summary of the material presented for that
unit of instruction. By alternately and randomly moving from content to
practice to summary you keep the learner from becoming annoyed and helps
to facilitate learning.
- You should provide opportunity for interaction at every 3-5 screens
or one screen per minute or two. You want to avoid building an electronically
overpriced page turner.
- The questions you ask should follow the content just presented. The
questions should be based upon previously acquired knowledge. Jumping right
into the next content area without this opportunity would be monotonous
to the learner.
- Questions should provide an occasion to utilize what they have learned
rather than memorizing and reciting answers.
- Questions should be used often. They sustain learner attention by keeping
them involved in the learning process.
- Consider designs where the learner is not presented with information
in a linear format, rather, the learner discovers information through active
exploration in the program. With some tasks, such as problem solving, learning
through discovery promotes understanding and retention because new knowledge
is linked to existing knowledge.
Researchers have shown that the design of the human-computer interface
can make a substantial difference in learning time, performance speed,
error rates, and user satisfaction. They have also proven that media can
teach content at least as effectively as traditional instruction. Moreover,
well-designed media can help learners to gain more than from traditional
instruction (Forester (1991). The Interactive Courseware developer should
focus on the individual learner, build in active participation and provide
both positive and negative feedback.
In closing, the bottom line is "simplicity". A large number of
organizations have invested a great deal of time and money in the technology
that will provide training opportunities to the individual learner as well
as the organization. The interactive courseware developer owes it to the
learner and the organization to provide only the most relevant and intuitive
courseware possible. ICW development requires developers that are not only
educationally and technologically attuned to the emerging and migrating
technologies, it also requires a demonstrated, innate ability to develop
educational programs that contain a seamless and intuitive graphical user
interface (GUI).
Present your message, and only your message. Dont confound it with superfluous
graphics, animations, sounds, colors or activities. Be a minimalist in
your approach. Think lean. Make it a challenge to present
your message with as few textual and audiovisual stimuli as possible. If
you make it too lean and your learners have trouble understanding the communication,
you will find that out during your formative evaluation (Misanchuk 1994).
If you put too many "bells & whistles" in your lesson, you
will probably never find out about the troubles. All you end up doing is
using up time unnecessarily - yours and the learners - as well as disk
space.
Works Cited
Forester, Tom. (1991). Computers in the Human Context: Information Technology,
Productivity and People. Cambridge, Massachusetts : The MIT Press
Gery, Gloria. (1992). Making CBT Happen. Boston, Mass.: Weingarten
Publications Inc.
Golas, Katherine C., Orr, Kay L, and Yao, Katy. (1994) Storyboard Development
for Interactive Multimedia Training. Journal of Interactive Instruction
Development, (pages 18-31)
Misanchuk, Earl. R. & Schweir, Richard A. (1994). Interactive Multimedia
Instruction. New
Jersey: Educational Technology Publications