Interface
Designing for Music Education Multimedia
Valerie L. Trollinger
University of North Carolina at Greesboro
Music educators wishing to integrate multimedia into
their instruction are often not aware of the strong affect the visual
presentation of their information has on the presentation of the musical
concept(s). Sometimes, the aural
information and the visual information may perceptually clash, and provide
misinformation that impedes the studentÕs progress towards the instructional
goal of the program. Therefore,
the purpose of this paper is to present information developed by graphic
designers and researchers that can aid the music educator in developing visual
environments that will aid overall learning, not distract, disorient, of
misinform the learner. The areas
to be discussed include the following:
1.
The
goals and components of effective multimedia program, interface layout and
conventions.
2.
Selecting
and/or designing the elements that will compose the interface (e.g.,
backgrounds, colors, graphics, stylistic unity, layout conventions, buttons and
hotspots for navigation),
3.
Text
and format, the use of video clips, animation and sound, the interaction of all
these elements within the interface
4.
Using
storyboarding and rapid prototyping as tools for development
Goals and components of
effective multimedia. The goals of multimedia for
instructional use are (1) the presentation of a consistent visual learning
environment, (2) to provide familiarity and comfort for the learner, and (3) to
provide transparency of navigation via the interface layout and form and
function. The interface layout
refers to the manner in which one arranges the elements (structural,
informational, and functional) that not only look good but are easily
understandable in how it will function. Structural components include the
background, colors, images, windows and panels. Informational components
generally include text, video, animations, and sound. Functional components are usually buttons, hotspots, and
other navigational devices or stimuli that will result in a response if the
image is selected.
Colors, background, and
layout. One of the most important fundamental
design elements in a multimedia program in the selection and use of color. Research in this area indicates that
colors alone will not affect learning, however, colors in combination can
enhance or distract from learning (Murch, 1984). Design principles concerning color indicate that (1) related
elements of the presentation should be grouped in the same color (2), colors
can be used to indicate dynamic changes over time Ð such as an increasing
tempo, (3) the bright colors should be used for special purposes only, and
judiciously (4), warm colors will move an image from the background, while cool
colors will recede the image (which is why cool colors are better for
backgrounds), (5) colors should be consistently used from screen to screen to
aid unity of presentation, and (6) the 7+/-2 (miller, 1956) rule applies that
too many colors will be too confusing and may obscure the materials the learner
should be concentrating on for retention.
Color works with fonts and images to unify the style
of the presentation of the material.
Styles of the screens affect the perception of the materials, and are
generally influenced by societal standards, likes and dislikes. Of primary importance to keep in mind
is that the content of the program will define what the style of the presentation. To define a style, the following steps
are suggested (Kristof & Satran, 1995): (1) first, identify the single most
powerful impression that is produced by the content, (2) develop a theme that
applies not only to the images but to all the elements of the multimedia
experience, and (3) use this theme to lead to the unity in design. If it is too difficult to identify the
single most powerful impression, that may indicate that the particular program
may be focusing on too many things and should be broken down into separate
smaller programs or components.
Based on research concerned with visual perception,
Bateman (2000) and Wright, Wooley & Wooley (2001) suggest the following
layout conventions should be considered in developing screens for multimedia
(1) that users generally scan from top to bottom and left to right, (2) that
users assume that items over other items (e.g., something at the top of the
screen has more importance over items below, (3) users generally perceive
larger items as being more significant, and (4) users look for Ômore to comÕ
signals (navigational, etc) at the bottom center or right of the screen. Since many of these conventions are
integral to the development of an understandable navigation of the interface,
consideration must be given especially to the placement of the buttons and
hotspots. Presentation of these
navigational cues in a consistent manner of placement should be carefully
though Ð out, with other considerations given to color size, and sounds of the
buttons/hotspots, the indication of the button/hotspotÕs function should be
obvious (e.g., use of a drawer or door), and especially concerns for cultural
meanings and metaphorical use of these navigational devices should be addressed
(e.g., traffic signs and signals).
Images and graphics. Images and graphics in instruction aid instruction as well
as distract from it. Any images
used in instruction should be connected directly to the target learners, their
learning tasks, and the content to be learned. Images and graphics are not necessary when text or sounds
will provide enough information, in which case they may be more of a
distraction rather than an aid.
Any images used are to be relevant to the accompanying sound and text,
and the learner needs cues on how to process the image in relationship to the
learning. Use of attention Ð
getting images should be used judiciously, as again, they may be more of a
distraction rather than an aid to instruction.
Text and format. Text that is presented on a screen should visually balance
any graphics that are presented.
Text should also not be squished up against one side of the screen all
the time. In addition, serifed fonts (e.g., Palatino) are better for reading
blocks of text, while sans Ð serifed fonts(e.g., Bold Ariel) are better for
titles and navigational information.
Video, animation and
sound. Video clips are best used to illustrate
skills or further flesh Ð out a concept ( e.g., Salzedo technique in
harp). They should always be used
judiciously, and the learner should be directed on how to process the information
on the video. Animations are
especially beneficial for young children in that animated characters can be an
aid in program navigation, can provide a simple exemplar of how to do a
particular task in the program (such as tapping a space bar to a beat) and a
reinforcement. Sound in music
education primarily refers to the presentation of music, and in this area music
educators must be especially aware than over Ð stimulating visual presentation
on the screen at the same time music is being played (with the music as the
most important emphasis) may instead detract from the music. In addition, the sound used should be
as real as possible and within context, not contrived (e.g., a violin should
sound like a violin, not lie an obviously computerized sine wave).
Putting it all together. When putting the program together at a preliminary level,
several steps should be taken to insure that the program will work when it
reaches further stages of development, hence the developer need not spend a lot
of time fixing the program after it has been fully designed. The first step to take is to design,
using paper and pencil if necessary, the basic format of the screens. The following are design hints to take
into consideration when developing the screens: (1) distinct images presented
on the splash screen should also be incorporated (usually in a smaller size) on
the topic screens, (2) Colors and backgrounds should be consistent between
screens (3) hierarchal presentation of material (e.g., topic and then subtopics)
are best for navigational purposes and also for understanding overall program
relationships, (4) keep navigational information and placement of buttons,
icons, etc, consistent in placement on screens.
The second step to take is to storyboard all the screens,
which generally reveals navigational strengths or weaknesses and can also show
inconsistencies. After the program
is storyboarded, then rapid prototyping may be employed. Rapid prototyping refers to the actual
creation of a program in a very stripped down version (using placeholders
instead of text, graphics, etc) that will reveal programming bugs and
inconsistencies in navigation at the beginning. Rapid prototypes can also be used by target audiences to see
if the program works is understandable to them at a basic level of
function. From this point on, beta
programs and the final program can be developed.
Although this paper presents simple information
concerned with basic interface design, the reader of this paper needs to know
that there are many other considerations that need to be taken into
consideration when designing and developing a multimedia program for
instruction. It is hoped that
further investigation into this area in relationship to music education will
aid music educators in efficient development of education multimedia for the
classroom.