ABSTRACT

This chapter gives concrete examples of some of the important practical considerations in writing educational software. It discusses general terms how the computer medium differs from other media and enumerates design challenges unique to this medium. The chapter presents specific guidelines for solutions to some of these problems in the areas of display, interactivity, input analysis, and control. Blank space in a computer display costs nothing, yet it is a powerful tool for making the important material stand out. A general principle is to avoid describing in words that which is better shown with graphics, and this includes tying together pieces of text. Adjacency on the screen is an important tool for making a complex display understandable. Consistency in the displays builds the user's confidence that he or she knows what to expect and how to use the materials.