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Merging HCI and e-Learning Domain Oriented Design Principles for Developing User Interfaces for Mobile Devices Robertas Damaševičius1, Lina Tankelevičienė2 1Software Engineering Department, Kaunas University of Technology, Lithuania, email: [email protected] 2Department of Informatics, Šiauliai University, Lithuania, email: [email protected] Context of Research Human-Computer Interaction (HCI) E-learning & M-Learning Design of interactive computer systems for human use Understanding, tools & techniques, interaction with a user, technological solutions & constraints New technologies & learning styles Advantages & problems Migration to m-Learning User Interfaces (UI) Purpose Usability Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 2 Swarm of Rules & Guidelines 5 usability attributes (Nielsen, 1993) 8 golden rules of interface design (Schneiderman, 1998) 9 rules of interface design (Raymond, 1994) 10 components of technical usability (Nokelainen, 1994) Design and Implementation Guidelines for Web Clients (Microsoft) Web Content Accessibility Guidelines (2007) IMS Guidelines for Developing Accessible Learning Applications (2002) iPhone Human Interface Guidelines for Web Applications (Apple, 2008) ... and many others Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 3 Problems & Aims Problems: Development of usable user interfaces for e-Learning/mLearning A great variety of guides and recommendations for User Interface design No common agreement on design principles Aims: Identify a set of user Interface design principles for HCI and e-Learning domains Apply the set as a model for developing a Learning Object for a mobile device Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 4 What are Design Principles? Design principles: Properties: Reflect the highest level of requirements Based on the cognitive science achievements very abstract, independent upon implementation platform, can be reused Principles are not guidelines or recommendations guidelines and recommendations dictate specific conceptual design decisions that are very narrow, platformdependent and not reusable Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 5 Principles for User Interface Design Principle Description Accessibility The degree to which a system can be used comfortably by people. Affordance Connection between interface and its functional and physical properties. Consistency A harmonious uniformity or agreement among parts of a system. Error tolerance/ reliability The ability of a system or component to continue normal operation despite the presence of erroneous inputs Feedback The return of information about the result of a process or activity. Flexibility The ease with which a system can be modified for use in applications or environments other than those for which it was specifically designed. Learnability/ memorability The ability of the user to learn how to use a system and to remember its operational principles. Satisfaction The comfort of a system to its users. Simplicity The degree to which a system or component has a design and implementation that is straightforward and easy to understand. Standardization Adherence to standards/recommendations/guidelines. Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 6 Example: Simplicity T (Technology) + S (Simplicity) = $ (Satisfaction/Money) Google vs. Yahoo and MSN Ref: L. Tischler, The Beauty of Simplicity Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 7 Migration to m-Learning Technological restrictions of mobile devices Design alternatives: model refinement cross-platform adaptation Transformation techniques of learning content Direct migration, modification, suppression Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 8 Technological Restrictions of Mobiles Technological restrictions Limited input facilities Small screen size, low resolution and number of colors Slow CPU, smaller memory Lack of persistent storage Battery life Data connectivity Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 9 Adaptation of UI Design Principles to Mobile Device Domain: Main Problems Principles Accessibility Affordance Consistency Error tolerance Feedback/ Interaction Flexibility Learnability Limitations/ constraints of the mobile device Input facilities Screen size, resolution, CPU and memory colours Decreases Decreases No effect No effect Decreases: a mobile No effect device may not support an interface model Decreases: more Often decreases due to No effect difficult input redesign Decreases: more Decreases: display No effect difficult input limitations No effect Decreases, because Decreases: slower responsiveness of mobile display response time device is limited No effect Decreases, so UI must be Decreases: high-quality redesigned for smaller content must be fonts, scrolling and replaced with poorer multiple windows quality content Decreases: more Decreases: limited visual Decreases: slower work difficult input capabilities Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 10 Design of a Learning Object (LO) for Teaching Array Sorting Algorithms Actually used in MSc. level “Reuse technologies” course (KTU) to illustrate the concept of a reusable component Design stages of a (LO) for a mobile device: 1) assembly of learning material into a web-based LO, 2) redesign of the LO with regards to User Interface Design Principles, and 3) adaptation of the LO to a mobile device. Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 11 Web-based Learning Object LO: description, implementation & demonstration of Bubble Sort Assembled from the teacher’s lecture materials Implemented in HTML & JavaScript HTML used for: natural language description of a sorting algorithm presentation of its implementation in a specific programming language JavaScript used for: demonstration of the principles of a specific sorting algorithm Desktop PC view Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 12 Redesign of Web-based Learning Object Change Content separated into chunks Motivation To support simplicity, clarity, to provide better organization, to increase modularity Vizualization To support mental model added building, to invoke attention, and to support staying active learner CSS file To support consistency, easier added modification (content and its presentation are separated), additional possibilities for formatting Page design To show better structural parts modified of information presented (parts show learning objectives) Page heading To show where we are in the added space of information Font size To support accessibility adapted functions of web browsers Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey Desktop PC view 13 Adaptation of LO to a Mobile Device Tables eliminated and content represented in one column Scrolling eliminated Direct access realized: each function is accessed with one click Amount of material shown on one page reduced Font size reduced Colour scheme modified for better use in poor visibility environments Some text labels (titles of pages) shortened Key phrases accentuated in bold to gain better readability Pocket PC view Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 14 Conclusions & Further Research User interface design principles for e-Learning domain can be used: to ensure their quality and usability of LOs to guide the development of LOs for mobile devices a step towards more formal user interface design methodology Further research: LO adaptation for m-Learning and different e-Learning environments LO reengineering [paper accepted to ICEIS 2008] LO refactoring [paper accepted to WEVAeL’2008] Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 15 Questions? Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 16 E-learning domain requirements related to the UI design Requirement Description Multimodality Modality is the communication path (verbal, visual, aural, tactilekinestetic) in which we receive information from surrounding environment. Minimizing cognitive load Cognitive load must be oriented toward learning task. User doesn’t need to think what to do in the window or page. Building mental models A mental model is a person's internal representation of some area of the world. The mental model is built or reassembled as an outcome of learning. Reflection Reflecting content structure, task, learning theory, learning model (the transmission model; the learner centred model; the participative model), the learner (adaptivity, personalisation) Supporting attention and motivation (Engagement) Visual engagement. Positive environment. Learner’s desire to pursue a goal or perform a task Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 17 Common Principles Model 1. Flexibility/Learner-centeredness 2. Feedback/Interaction 3. Affordance 4. Simplicity 5. Consistency/Organization 6. Error tolerance 7. Standardisation 8. Learnability/Memorability 9. Accessibility/Openness 10. Satisfaction/Engagement Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 18 User interface design alternatives Customization-based Design a device-specific user interface Customise for each specific user group Refinement-based Design a high-level specification Refine for each target device and user group Adaptation-based Design only one user interface Adapt for other devices Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 19 Example: Simplicity T (Technology) + S (Simplicity) = $ (Satisfaction/Money) Lotus Learning Space vs. MOODLE Future-Learning 2008, March 27-29, 2008, Istanbul, Turkey 20