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Archive for the ‘Interaction Design’ Category


e-learning mars rover demo

I created a demo course in Rise for a workshop. One of my goals with the demo was to show off different ways to add content and how the various blocks work and look in a real-ish project. This produced a lot of questions in the community on how I built it.  So I’ll try to answer them here.

First, I’ll have to admit that I didn’t really do all that much because Rise did all of the heavy-lifting. There is one custom piece in lesson 6 where I inserted a Storyline interaction. But for the most part, I just opened Rise and added my content. Then Rise did the rest.

Of course, some of the assets are colorful and eye-catching, but I didn’t create those. I used the information from the NASA site (which by the way is pretty darn cool). Check out what’s in the works for Mars 2020.

[If you haven’t worked with Rise, here’s a good overview video.]

Visual Design

Like I mentioned earlier, the actual assets in this demo module are from NASA, so they get all of the credit. However, I will add that when you create e-learning projects, it is important to have consistency in image quality and the assets used in your courses.

Just because you can add content easily into the Rise courses, doesn’t mean you need to. Like any e-learning module, you want to be intentional and avoid the Frankencourse.

One thing that does really catch your eye in this particular demo is the animated .gif cover screen. I think it looks cool and gives the module some personality. That’s a key first step in engaging learners. You’ll also notice animated .gifs in some of the other lessons.

Lesson 1: The Mission

For this lesson, I opted for a full-width image. I think it anchors the content well. This works best with higher resolution images. By not having margins, it kind of forces your eyes down the page.

I also added a hyperlink to the text body.

Lesson 2: Learn More…

I wanted to show a way to create an easy branching structure to direct people to specific lessons. This feature could also be used for simple branched scenario interactions.

e-learning branching interaction

I also added a disclaimer using the Notes block. It’s a great way to draw attention to important points.

Lessons 1 and 2 are the pre-content. The lessons after those are broken into three distinct groups and you’ll notice I used Section Titles to show those groups.

Lesson 3: The Trip to Mars

I leveraged the image carousel and the captions to provide more information about the trip to Mars. This content could be presented in a number of ways, but I like to give the user a way to touch the screen and this is a good interaction type for that. I also increased the size of the caption text.

e-learning image carousel interaction

Lesson 4: Fun Facts & Trivia about Mars

This lesson includes a lot of features. There’s a clickable image gallery. Again, the animated .gifs look nice and pull you in. Click on the thumbnail to zoom in and see the entire image.

I attached some additional content and you can download a PDF.

The Mars Trivia section includes a couple of dividers. One just holds back information until the user is ready and clicks. And the other forces the user to complete the interaction before advancing.

e-learning lock navigation

The trivia section includes two different types of knowledge checks: traditional quiz question and one that requires watching a video before answering.

Lesson 5: Did You Know?

There are a few different ways to insert videos into a Rise lesson. This is the pre-built lesson block which is full width and contains no additional content.

If you want to add additional content like text to the video block, you’ll need to create a custom block and insert the video that way. That’s what I did in lesson 8.

Lesson 6: Explore the Rover

This is the lesson that generated the most questions (and will require an additional blog post and tutorial). One of my favorite features is the Storyline block in Rise. In this lesson, I create a single slide interaction in Storyline, the 3D Rover, and inserted it into Rise.

For the Storyline module, I created a transparent player and got rid of the player features so it sits in the block and looks like it’s part of the Rise lesson and not something inserted into it.

e-learning interactive Mars Rover

This block gives me the best of both worlds: fast and easy production in Rise coupled with custom interactivity from Storyline. I’ll do a more detailed write up on how I created the 3D Storyline interaction in an upcoming post.

Lesson 7: Access Mars – Virtual Reality

This only works in the Chrome browser.

This is a webpage inserted into Storyline as a web object. And then the Storyline slide is inserted into Rise. It lets you navigate Mars in virtual reality.

e-learning Mars rover virtual reality 360

For course developers, this means you can insert all sorts of interactive web content into your Rise courses using web objects and the Storyline block.

Pretty cool, huh?

Lesson 8: Rover POV – Five Years on Mars

This is a different way to insert a video. In lesson 5, I inserted the video as a video block. In this lesson, I inserted it using custom blocks. The advantage of the custom blocks is being able to combine more blocks with additional content, interactions, and knowledge checks.

Lesson 9: 3D Ride Along with Rover

This is yet another way to insert a video. In this case, the video comes from YouTube and it’s also 360 so you can move around the screen. This really opens up what you can do with your videos, especially as the 360 video production is becoming more affordable. Look at how inexpensive the cameras are currently.

e-learning insert Youtube Mars rover 360

I did notice that the 3D doesn’t work on my smartphone iPhone 6 (it did work on my Android Pixel 2XL), which is something to keep in mind when adding media content to your courses: be sure to test different devices.

Lessons 10: Free Posters

Just another image gallery. Secretly I just wanted to point to the free posters. They’re pretty cool. I did use an animated .gif for the title image.

Again, those animated .gifs just add a lot of pop to the course content.

Lessons 11-13: Inserted Web Sites

Adding resource links is pretty common. These lessons are are the URL/embed blocks. As you can see Rise pulls in the metadata from the site to make the link more interesting. You can turn that off if you want.

e-learning Mars training program ASU

So there you have it, a really quick run through of the Rise Rover demo module. From the Rise perspective, it’s super easy to build. It’s just a matter of collecting your content, determining the lesson structure, and then dropping it in. Just don’t tell your boss how easy it is.

What I think really wowed people was how nice the content looks. Part of that is the way Rise handles lessons and makes everything nice and clean. And the other part is that I had great assets from which to work.

I’ll do a followup post on the 3D rover interaction in Storyline. Let me know if you have any more questions about this module and go check out all of that great content on the Mars site.

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Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.





e-learning prototypes

Many e-learning developers spend too much time building courses that are almost complete before they solicit feedback about the course. This could be a waste of resources because by that time, they’ve invested a lot of resources and it’s a real challenge to get things changed that late in the game, especially if the changes are significant.

A better solution is to quickly prototype the course, get some feedback and make adjustments. This is even more critical if you have a lot of interactive content. The good thing is that this is really easy to do in Storyline (or event PowerPoint).

Here are a few tips on how to approach the prototyping.

E-Learning Prototype: Start Backwards

What is the objective of the course and what does the client expect the learner to do? Slapping a bunch of information together over a series of screens is probably not going to meet your objectives. 

It’s all about the action, boss.

It doesn’t take much effort to prototype a bullet point screen. That’s not where you want to put your effort when you prototype. Instead, focus on the actions and prototype the activities that let the learners practice and demonstrate understanding.

What do they need to do and what interaction can you build that allows them to do that?

E-Learning Prototype: Build Something that Works

One of the many things I like about Storyline is how easy it is to prototype all sorts of interactions. In fact, someone told me that she was in a meeting with a potential client who shared their course requirements and what they hoped to get out of the course.

While the potential client was talking, the e-learning developer opened Storyline and built a quick mock-up of how the course could work with some simple interactions and decision-making scenarios. The client intended to send her away to build something to pitch later. Instead, the e-learning developer showed her the interactive prototype right there in the meeting and got the job on the spot. All because she was able to focus on the desired activity and build a working model. 

E-Learning Prototype: Don’t Worry About Looks

At our workshops, we like to present a few challenge activities. This lets people workout ideas and build quick interactive modules. However, there are always a few attendees who end up spending all their time on the visual design and never end up building a working interactive prototype.

It’s an easy trap to fall into because we tend to lean on the visuals first. They help us think about the project. However, it’s a trap that wastes time. Don’t worry about the way the module looks, worry about the functionality and the desired output. 

Of course, you do want it to be visually organized. If not, the customer will still focus on the way it looks. But you don’t need to make it visually rich. A good cheat though, is to start with the content library templates and then work from there.

To sum it all up, building quick prototypes is a better option for course development than building almost complete courses and then soliciting feedback, especially since you’ll probably have to make a bunch of changes anyway.

How do you build your prototypes? Do you start with a storyboard? Or do you jump right into the software and start building?

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Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.





gamified e-learning

The other day I got one of those marketing emails that I tend to delete without looking over. However, this one featured some ideas on gamification. And what got me most interested was looking at their examples. As we all know, gamification is a hot topic and it’s always neat to see how different groups build the gamified elements in their courses.

Ingenuiti put together a portfolio page with three different gamified examples. They use three micro games to teach and demonstrate some core gamification concepts.

I reviewed their modules and want to highlight a few production tips that not only work for gamified e-learning courses, but are just as useful in other contexts. For today’s post, I’ll focus on the first micro game.

Here’s a link to the video tutorial series.

Gamification Micro Game #1

gamified e-learning example

The first micro game focuses on three types of learning activities:

  • Simple Game: challenge the learners understanding in a common game format. It’s a great way to rehearse and recall information and do it in a fun way that is familiar to most people.
  • Explore Activity: have the learner explore the environment and collect information or rewards. I always consider exploration to be one of the core building blocks for interactive learning. Given the right context, exploration is a great way to engage and inspire critical thinking.
  • Simple Scenario: the learner observes an interaction, reflects on it, and then offers constructive input. Mimicking real-world type interactions is a good way to reinforce the learning experience. They do some clever things with the commenting, liking, and bookmarking.

There’s a lot going on in their modules. I isolated a few things that they did so that I can show some production tips and nuances of the software. Keep in mind, there’s always a few ways to do the same thing in software. So if you have different or even better ideas, feel free to share them in the comments.

Here are some videos that offer some real quick tutorials on how you can create similar effects and interactions in your own e-learning courses. I’m using Storyline because it’s easy to use, but you’re free to use the software of your choice, especially if you have plenty of time on your hands and not rushed to get things done. 🙂

E-Learning Tip #1: Gate Screens

gamification example gate screen

Many courses have starter pages with simple instructions. Also, it’s also a good idea to stop progress in the course when changing directions on types of interactivity or navigation. It helps set expectations and orients the user. I call those gate screens.

E-Learning Tip #2: Custom Markers with Animated Content Boxes

gamified e-learning example custom markers

In their demo, they used the marker feature but turned off the marker labels and had their own content appear. Also, after clicking the marker, the pulsing stops. When clicking the marker, the background fades and the content box animates in and out (upon leaving).

E-Learning Tip #3: Turn Audio On/Off

In a few places, they have running background audio which can be turned on or off. Normally, one oculd use the player volume control, but since the player isn’t present, custom controls need to be enabled.

E-Learning Tip #4: Simulated Posting of Chat Response

gamified e-learning example simulated conversation and text chat

I really like the way they build this mini scenario and the simulated chat. Have the user post a response to a chat. You notice that you can post and edit comments. As you do that, the other comments are disabled.

E-Learning Tip #6: Free Dragging Objects

gamified e-learning example free dragging interaction

This exploration activity let’s the user drag objects and move them. Normally, dragging objects are associated with drag and drop activities. However, these are free moving objects with no specific interaction to them. They just let the user move objects freely out of the way to see what’s underneath.

E-Learning Tip #7: Changing State of Selected Objects

gamified e-learning example selected states

When a correct choice is made, the object displays a star to indicate it’s been selected correctly. You’ll also notice that the side panel indicates which objects are selected and which remain.

E-Learning Tip #8: Play Again Option

gamified e-learning example retry interaction

Let the user quit or play the game again. This resets the interaction to the initial state.

These are a few of the cool things the Ingenuiti developers did in their module. Whether you’re building a gamified e-learning course or something else, these production tips should come in handy.

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Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.





drag and drop interaction essentials

There are three main ways to interact with the course: click, mouseover, and drag. While click-based interactions are the most prominent, a good drag and drop interaction is usually more engaging. In fact, anytime I feature a drag-based interaction in a blog post, I’m always asked how it was created.

Drag and drops are engaging, they let the user “touch the screen” or lean into the course a bit, and they’re novel because they’re not used as often as the other types. With that said, here is everything you need to know about drag & drop interactions from previous posts:

essentials of drag and drop interaction

So there you have it, everything you need to know to get started building effective and engaging drag and drop interactions for e-learning. And if you want to learn to build them, check out these tutorials and take part in these drag and drop challenge activities: challenge #16 and challenge #21.

Is there anything you’d suggest when building drag and drop interactions?

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Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.





A lot of e-learning content starts with existing PowerPoint slides. And a common challenge is converting all of that PowerPoint training into interactive and engaging e-learning. Today we’ll look at a few considerations that will help make the conversion to interactive e-learning successful.

Understand Why the E-Learning Course Needs to Be Interactive

Generally speaking, there are two components to interactive content. We’ve covered this in a previous post, but here’s a quick overview:

interactive e-learning

  • Interact with the screen. The goal is to get them to lean in and have them do things onscreen like dragging objects and opening and closing various elements. Create novel onscreen interactions. The focus isn’t on the learning as much as it is the experience of “touching” the screen.
  • Interact with the content. As far as interacting with the content, the general idea is getting them to access the content in a manner consistent with real-world activities and making the types of decisions they need to make after they exit the course.

Understand How We Interact with the E-Learning Course

There are three main ways to interact with the screen: click, hover, or drag. Most interactions tend to be click-based. A good practice activity is to convert what would have been a click-based interaction into something else. How would it work if it was changed to a drag and drop for example?

interactive e-learning

Understand Why We Interact with the E-Learning Course

While going through the course, most interactions happen because of one of three reasons:

interactive e-learning

  • Course Navigation: the user navigates around the course and the course content.
  • Content Exploration: the user explores what’s available in the course.
  • Decision Making: the user makes decisions and gets feedback.

These usually overlap. For example, as a user is challenged to make a decision, she may have to explore the content and determine what she needs to make the best decision.

Combine Building Blocks to Create Interactive E-Learning

There are a few core building blocks that help convert static information into interactive e-learning.

The 3C Model is a Simple Way to Understand Interactive Scenarios

Assuming the content and activities are framed in a meaningful context, here’s a simple way to structure interactive scenarios:

3C model interactive e-learning

  • Challenge. You want to expose their level of understanding. Get them to make decisions.
  • Choices. Provide choices based on the decision-making challenges.
  • Consequences. Each choice produces a consequence. It can be immediate feedback, another challenge, or compounded feedback presented at one time.

This is a simple way to remember the interactive process. What types of decisions does the learner need to make? What choices will you present? And then what are the consequences of those choices?

When you review your static content or existing PowerPoint slides, look for ways to make it interactive. Understnad how they’ll use the content in the real world and build decisions around that. Then find ways for them to lean-in and interactive with the screen.

What do you do to convert your PowerPoint training into interactive e-learning?

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Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.





essentials of interactive e-learning

At a recent workshop, we reviewed some of the essentials of interactive e-learning. Here are some of the highlights from the presentation. They focus on what the course participant should DO and not what information they need to SEE.

Basic Course Design

We discussed this in the post on what every new instructional designer should know. When building courses there are three main considerations:

  • What content needs to be in the course?
  • What’s the right look and feel for the course?
  • What will the users do in the course?

essentials of interactive e-learning 3 considerations

This last point is where we consider how the user interacts in the course. One of the challenges many e-learning developers have is that they don’t properly identify the performance objectives for the course and without that, they can’t build meaningful interactions.

The first thing is to understand the performance expectations and then from there build the interactions and activities that teach how to meet those expectations.

Objectives for Interactive E-Learning

It’s important to step away from info-centric design and step towards learner-centric design. A course focused on the learner frames the content so that it’s relevant to the learner’s needs and meaningful to the types of decisions they need to make in the real world.

essentials of interactive e-learning how to

  • Identify who’s taking the course.
  • In what situations would they need the course content?
  • After the course, what should they be able to do?
  • How do they prove they can do it during the course?

Use a Backward Design Strategy to Focus On Meaningful Interactions

Training specialists always fret over the return-on-investment (ROI) for e-learning. That’s usually the case when they’re not properly aligned to the organization’s goals and end up building a lot of information-based e-learning with very little focus on real performance improvement. It’s like they shoot a bunch of arrows during the year; then at the end of the year draw bull’s eyes around them to show the organization how well they’ve done.

essentials of interactive e-learning backward bull's eye design

  • The real bull’s eye is identifying what the learner needs to do.
  • Then determine how they can prove that they can do it.
  • Training is built around how to prove their understanding.
  • Focus on the activities. What do they need to do and what do they need to know to do it.

If you focus on the activities and not the information, you’ll most likely built more effective, engaging, and interactive e-learning.

Good books to learn more:

The links to Amazon books may produce a slight commission.

When it all comes down to it, effective interactive e-learning is built around meaningful activities that are relevant to the learner and aligned with the organization’s goals. The mistake a lot of course designers make is to not properly define the performance objectives and from there build meaningless or no interactivity.

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Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.





hotspot drag drop interactions

In an earlier post, we looked at three ways to use hotspots in your e-learning courses. In most cases, hotspots are used as invisible buttons for interactive e-learning. But today we’ll look at ways to use the hotspot feature in your drag and drop interactions where the hotspot isn’t a button.

Drag and Drop Basics

Generally, there are two main components to drag and drop interactions:

  • an object that is dragged
  • a target to accept the dragged object

I covered this in more detail when we looked at how to create drag and drop interactions.

Use the Hotspot as a Catch-all Target

Usually, there’s an obvious correct or incorrect target for drag and drop interactions. But what happens when the object is dropped outside of one of the target choices? In most cases, the object gets kicked back to the starting point as in the image below.

Dropped object snaps back to starting point when dropped outside of the target.

drag and drop

In the above example, the dragged object can only be dropped on one of the targets. If it’s dropped outside of the target, it bounces back to the starting point. This is usually the default setting and most common in drag and drop interactions.

Dropped object triggers an “oops” layer when dropped outside of the target on the catch-all hotspot.

However, the hotspot feature can serve as a catch-all target to provide feedback when objects are dragged and dropped outside of the desired target. When an object is dropped on the catch-all target it triggers the appropriate feedback. In the example below, the catch-all target triggers an “oops, try again” layer.

dragdrop-2

If you create a catch-all hotspot there are two things to do:

  • Put the hotspot underneath all of the other targets. Otherwise, it covers the drop targets and the interaction won’t work.
  • Determine how the dropped object responds. By default the object snaps to the center of the target; and since the target covers the entire screen, it looked weird sitting on top of the guy who’s in the center of the screen. In the example above I let it remain where it was dropped.

drag and drop interaction

Use the Hotspot to Expand and Control the Drop Target

Another great use of the hotspot feature is to better manage the drop target area. Since the hotspot is transparent it can sit on top of other object and be sort of a surrogate drop target. Instead of dropping on what looks like the target, they’re actually dropping on the target hotspot.

By doing this, you can determine where the dropped object is displayed. Here are before and after examples.

Dropped objects align based on the target image and display outside of the box.

drag and drop interaction target free

The objects are dragged to the box. By making the box image the drop target and tiling the objects, you can see that the objects actually align at the top of the box image.

Dropped objects align based on the hotspot target and align inside of the box.

drag and drop interaction drop target hotspot

In the example above, the box image isn’t the drop target. Instead, there’s a hotspot placed on top of the box image and centered over the opened box. This allows control of the alignment of the dropped objects to create the desired visual effect.

drag and drop interaction hotspot target

The hotspot is a great feature for creating interactive content. Most of the times it’s used as an invisible button. However, because it’s an easy-to-see green box (for production) and invisible to the end user, it’s a great feature to create large, catch-all targets. And it also works well for controlling how the dropped objects align and display.

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Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.





gamified e-learning gamification

I hear a lot of people ask about gamifying their e-learning courses. And the examples they show are usually simple games modeled after shows like Jeopardy or Wheel of Fortune. Those are fine and have their places in e-learning, especially for quick knowledge checks. But they’re not the same as gamification.

In today’s post, I’ll share a few simple things to help get your brain muscles going.

What Do You Need to Know?

When it comes to building the courses in an authoring tool, you basically need to know how to use variables. Variables allow you to track and evaluate the user to provide relevant feedback, scoring, tokens, and all the other things that make up gamified e-learning courses. And once you know how to work with variables, you can build all sorts of things.

gamified e-learning

Here are some resources to learn more about variables:

Learn More About Gamification

You can do a search and read all sorts about gamification especially now that it’s also a buzzword. Essentially you are taking game concepts and applying them to a non-game context. As you play games, ask what about the game is compelling and what similar element could work in your next e-learning course.

I think the greater challenge in building gamified courses is less in constructing the mechanics and more in building a narrative that integrates gaming psychology. Building things in the authoring tools is relatively easy compared to understanding what to build.

Here are three good books on gamification.

gamification books

The links to Amazon books may produce a slight commission.

What Can You Build in Your E-Learning Course?

When it comes to authoring the courses outside of a management system where you can track multiple users and build things like leaderboards, you’re confined to simple game elements such as:

  • Timers
  • Personalization
  • Progress meters
  • Tokens
  • Rewards management
  • Scoring
  • Autonomous navigation

You can make some very compelling courses that instructive and engaging. However, there’s a lot more to gamification than these simple elements above. How do you motivate learners and create the right tension between boredom and failure? Make sure you invest the right resources and develop a good strategy. Otherwise, your gamified course will transform from game to gimmick.

If you’re not quite sure where to get started, check out some of the cool examples in the community. They’ll give an idea of some of what you can do with the authoring tools. Here are three nice examples:

gamification example 1

Click here to view gamified e-learning course.

gamification-example-2

Click here to view gamified e-learning course.

gamification example 3

Click here to view gamified e-learning course.

And there’s nothing wrong with starting simple. If all you need is a Jeopardy-style quiz, then download this free file. It’s a great way to work with a context you know. But make a commitment to learn more about variables and start to add some of those gaming elements above to your courses.

Have you built any gamified e-learning? If so, share a link in the comments.

Events

Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.





hotspot

Hotspots are commonly used in e-learning course design. They’re invisible, yet functional. Today, we’ll explore some common use cases for the hotspot in your online training.

Invisible Button Hotspots

The most common use for the hotspot is the invisible button. Essentially it allows the developer to add an interactive choice on top of another object. This can really speed up production. For example, the image below starts with a single image of a world map. By adding separate hotspots over each continent there’s no need to create separate images with links. This really comes in handy when you start with a single image and don’t have the means to break it into smaller components.

hotspot interaction

Example Screen Space with Interactive Hotspots

The hotspot can also be used as a means to expand real estate via a mouseover interaction. A click interaction requires a click to activate and then an additional click to deactivate. Whereas a mouseover interaction is a bit smoother. Mouseover the hotspot to reveal content, mouse away to have it disappear.

mouseover hotspot

In the example above, I added access to additional content using a mouseover hotspot. This is content that doesn’t need to be persistent but does need to be available. The mouseover or hover interaction assigned to the hotspot is a great way to expand screen real estate with fluid precision.

Invisible Barrier Hotspot

The two examples above are pretty common and what you’d normally expect for hotspots since the hotspot is usually defined as an invisible button or interaction. However, the hotspot is also good as a barrier to avoid interactions. Think of it like plastic wrap over a piece of cake. You can see the cake, but you can’t touch it because the wrap is covering it.

Here’s a recent example where I used the hotspot as a barrier. In this anatomy interaction, each part of the digestive system is actually a slider connected to the main slider. It’s a great effect to move the pieces in and out of the body using a single slider. However, I only want the user to interact with the main slider, so I placed a hotspot over the body image and the other sliders. The hotspot serves as a barrier and prevents the user from interacting with what’s underneath.

Check out the two examples below to see the difference.

Example with No Hotspot Barrier

no hotspot barrier

Click here to view the demo of no hotspot barrier.

The first demo above has no hotspot barrier which means any of the other sliders are active. Grab one of the body parts and see what happens. It’s not as elegant.

Example with a Hotspot Barrier

hotspot barrier

Click here to view the demo of hotspot barrier.

The second interaction has a hotspot barrier over the body parts which prevents the user from interacting with anything other than the main slider. This makes for a much better user experience and a more elegant interaction.

So there you have it. You can use hotspots to trigger all sorts of interactions or you can use them as a persistent invisible barrier that prevents an interaction.

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Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

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Participate in the weekly e-learning challenges to sharpen your skills

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free microlearning template

Earlier I shared this free microlearning template. It is easy to use and edit. However, I did receive some questions on how it was created and how to add additional cards. So in today’s post I’ll share a few tips so you can make your own template and edit the one I shared.

Here’s a series of video tutorials that show how to create the simple, yet powerful microlearning template. Check out the last tutorial on how to quickly edit the text. It’s a neat way to leverage the translation feature to do the heavy lifting.

How to Create the Animated Card

We want the card to animate onto the screen and pause. And we want to click on the card to see the other side (of the card, not the spirit world).

Click here to view the tutorial.

  • The first step is to create a card.
  • Add an entrance and exit animation.
  • Add a selected state to the card to create the click and reveal feature.
  • Add a trigger to the card that pauses the timeline when the entrance animation completes.

When you preview, the card should animate in and pause. You can click on the card to select or deselect it.

How to Edit the Normal & Selected States

We want the selected state to have an animated object that comes on and off the screen when the card is selected and deselected.

Click here to view the tutorial.

  • Select the card and double click inside the state you want to edit.
  • Add placeholder text in the normal state.
  • Add a shape to the selected state and add placeholder text to the shape.
  • Add entrance and exit animations to the shape in the selected state.

When you preview and click on the card, it will trigger the entrance animation of the selected state. And when you click on it again, it should trigger the exit animation.

How to Bring a Card On & Off the Screen

When the card animates on the screen it will pause. This allows us to “flip the card” by clicking on the card. When we’re done looking at the card, we want it to exit the screen and trigger a new card.

Click here to view the tutorial.

  • Create a button with a trigger to resume the timeline.
  • Duplicate the card and position it on the timeline after the first card. Repeat as necessary.

When you preview the microlearning interaction, the card enters and pauses. Clicking the button causes the timeline to resume which triggers the exit animation of the first card and the entrance animation of the next card.

How to Edit the Content on the Cards

Clicking into the states of the various cards can be tedious. Here’s an easy way to edit the text for each card.

Click here to view the tutorial.

  • Go to File>Translate>Export to export the text from the course.
  • Edit the text in the document and save it.
  • Go to File>Translate>Import to import the text into the cards.
  • Preview the microlearning interaction to verify that the text alignment is correct.

Importing the text should work well and as long as you don’t add too many characters you shouldn’t have to do any editing.

Here’s another free microlearning template for you to deconstruct and see how it was built.

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Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.





3-ways-guide-learners

Inevitably you have to provide instructions on how to do something in the course. The question is when to provide them and at what level of detail. In this post we’ll explore three ways to guide the instruction process.

Provide Instructions Upfront

The most common way to provide instructions is to do it all up front. This is what I see in most of the courses I review. Generally you share what needs to happen and when. Depending on the complexity, you may provide some details and screen shots. The point though is that all of the instructions come up front and then the person continues through the course.

  • Pros: this is probably the easiest thing to do; the gate screen concept works for this approach. Some people add instructions and help reminders to the player for quick access.
  • Cons: they’re all up front and sometimes people aren’t quite clear on expectations until they’ve had some experience with the course or have made a few mistakes. They probably need more context before they even know what to do with the instructions.

Provide Instructions at the Point of Need

Get what you need as you need it. Why burden them with instructions at the front end of the course when they will most likely forget them anyway? It makes sense to delay instructions until the person needs them.

For example, you provide some context upfront and then have them go through the procedure. Walk them through it. You can also delay the instructions and if no action is taken, then provide instructions after it’s determined they’ve not acted (or possibly done something incorrectly).

  • Pros: you’re not overwhelming them with content, let them build context, and get what they need at time of need
  • Cons: it takes a little more work to build the mechanism to evaluate and time instructions; may be intrusive to the process for someone who gets it. Make sure to not lock the process.

Provide Instructions as Practice Activites

I like the Wii-type instructions where new tasks are presented with practice activities. This builds off of the progressive instructions in option two where the instructions are provided at time of need. However it does introduce the practice element. This allows a person to practice to a level of competence.

Here’s an example: “Address customer issues and input them into the system. Before you begin the scenarios you can practice and learn the proper input procedures. Do you want to practice? Yes or No?”

“Yes” moves them to a practice scenario with step-by-step guidance. “No” moves them into the challenge activity where they are timed and will get feedback later.

Essentially you say: “Here’s what you need to do. Do you want to practice before we get started? OK. Here is a practice opportunity. No? OK. Let’s proceed with the activity.”

  • Pros: instructions are just-in-time and in context with the course; disarms new learners and provides confidence; frees tenured learners to ignore.
  • Cons: the major con to this approach is the time it takes to build instructions that are effective and relevant. Probably requires working knowledge of variables to create an adaptive path.

So there you have it, three ways to guide your learners through the course. Which way do you prefer? What other options do you recommend?

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Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.





free flip card interaction

A great way to learn to use the elearning software you have is to create small interactions. As I’ve noted before, at work you may end up building one hundred courses, but the reality is you just build the same course one hundred times. That’s one of the reasons I like and promote the weekly elearning challenges. They provide a mechanism to quickly build prototypes to play around with ideas and learn new production techniques.

A recent challenge was to create a note card interaction. There are some pretty cool submissions so be sure to check them out in the comments. I happened to be working on a note card interaction for a workshop and submitted it to the challenge above. Here’s the interaction:

free flip card interaction

View the notecard interaction in action.

Here are a few things that I highlight in the workshop activity. I also created a quick tutorial that explains the file and how it’s constructed.

  • View tutorial to learn how to create and customize the free flip card interaction
  • Download file for the free flip card interaction

Create Content You Can Use More Than Once

One of my goals when creating any interaction is to design it so it’s easily re-purposed. Ideally, I want it to become a template. In the case of the note cards, I designed them so that I can quickly copy and paste to create additional cards. Then I just need to swap out the content in the card.

In addition, once the interaction is complete it can be saved as a template file where it will always be at your fingertips and available for use in other courses.

Learn to Leverage the Features

For this free flip card interaction I created the cards with a Selected State.  In essence, the Selected State of an object is like a light switch that can be turned on and off. This is perfect for a note card interaction. Click on it to get information. Click on it again to go back.

Using a Selected State also makes it easier to build a reusable template for copying and pasting. Often, we use layers to show or hide content. That means every time I want to duplicate a card, I also have to duplicate a corresponding layer. With a Selected State, I only need to duplicate the object because it automatically duplicates the state. That saves a lot of time creating the interaction and adding additional cards.

Find Inspiration from Others

Josh Stoner does really nice work. At a recent Articulate workshop he showed how to build this drag and drop interaction that gave the appearance of swiping cards left and right. It’s a slick interaction. I used his design to inspire my note cards.

free flip card interaction

What I like about this free flip card interaction is that it allows the user to interact with the screen and this is a key part of building interactive content. I also like that it’s a novel interaction when compared to how most elearning content looks. While the cards kind of serve as flashcards in these examples, they could just as easily be bullet point slides converted to cards. Even if all you have is linear content, you make it a bit more engaging because of the novelty and interactive component. Keep in mind: it doesn’t make it a better learning experience, but it does make it a more engaging interactive experience.

To sum it all up:

  • Develop the practice of building prototypes. If you need some structure or calendar, participate in the weekly challenges. You don’t need to do them every week, maybe once a month or every couple of months is fine.
  • Get more life out of the features. This comes with practice (see above) and connecting with more experienced users who have developed some good best practices and creative techniques.
  • Find a source of inspiration. Make it a habit to look for good multimedia examples and then try to recreate them in your software. It’s a great way to learn to use the tools in a new way and also to see your projects and the potential interactions they offer.
  • Free download. Here’s a link to the flip card interaction. I’ll leave it to you to download and deconstruct to learn more. If you need help, watch the tutorial.

Events

Free E-Learning Resources

Want to learn more? Check out these articles and free resources in the community.

Here’s a great job board for e-learning, instructional design, and training jobs

Participate in the weekly e-learning challenges to sharpen your skills

Get your free PowerPoint templates and free graphics & stock images.

Lots of cool e-learning examples to check out and find inspiration.

Getting Started? This e-learning 101 series and the free e-books will help.