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White paper

The Learner as user

White Paper: Usability in e-learning

'Well designed objects are easy to interpret and understand. They contain visible clues to their operation. Poorly designed objects can be difficult and frustrating.'

This definition, from Donald Norman's 'The Psychology of Everyday Things', can equally well be applied to e-learning. An object that enables us to interact easily with the functions it is designed to perform - whether it be a coffee pot, a mobile phone, or an online interface - makes itself invisible to us. We use it effortlessly. However, things that are difficult to use impose an extra 'cognitive load' that moves us away from the task we originally intended to accomplish - in this case, to learn.

Learners faced with a frustrating interface, or a counter-intuitive menu structure, are distracted from their learning experience. You shouldn't have to waste time learning how to use the e-learning, when what you really want to learn is how to fix a gas boiler, say, or put out a fire on an aeroplane.

This new white paper by Mark Aberdour and Rachel Smith of Epic synthesises the work of major writers on usability such as Neilsen and Norman, applying their work specifically to e-learning, and adds insights and methodologies derived from everyday practice. What emerges is a learner-centric approach that can help any e-learning content developer significantly increase the likelihood of producing a successful and highly usable program.

White Paper: Usability in e-learning

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Summary of contents:

  • The need for better usability
    • What is usability?
    • The cost of poor usability
    • Return on investment of usability
    • So much information, so little time…
  • Learner-centric interface design
    • Making e-learning work
    • Reducing the gulf between intended and actual use
    • Putting your learners first
    • Establishing the needs of the learner
    • Nielsen’s 10 usability heuristics
    • Learning design heuristics
    • Design patterns
  • Usability in the project life cycle
    • Usability analysis and requirements
    • Prototyping the design
    • Reusability in learner-centric design
    • Usability evaluations
  • Conclusion
  • References

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See also:
Other white papers

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Downloads

Corporate brochure: E-Learning at Epic
Data sheets: Epic Consulting, Accessibility Lab, Arena, Blended Learning ROI Calculator (‘The Blender’), Epic P2P, Hosting, Thought Leadership Programme, Testing (x4)
White papers: Blended Learning, Blended Learning in Practice
Survey report: The Future of E-Learning

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