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The development of interactive systems depends a lot on
the reaction of the user to sensory stimulations. Further, developers
must be careful enough to develop applications that elicit certain set
patterns of sensory reaction from users because if a majority of users
behave in a manner that is not expected by the developer then the
product will fail in the market.
The "mastery ideology" as explained by Jakob Nielsen
speaks, in a way, about forced education of a different kind. Most
people are often overwhelmed when they visit a web site either because
the navigation is too confusing or because the web site seems to hijack
the initiative from the user. Many sites fill their interface with
advertising and distracting content that users often lose track of what
they wanted to do in the first place. This unlike popular business
beliefs, intimidates the user and ensures that they do not return to
the site. Jakob Nielsen’s mastery ideology emphasizes that users must
be allowed to search or navigate a site as they wish, not as the site
developer wants them to. This is a very important concept because no
user would like to be directed, particularly in a medium that is as
liberal and free as the Internet. Hence, site elements must be as
unobtrusive as possible so that users will be able to concentrate more
on their work and business rather than being overly concerned about the
site and its design.
Learning can be influenced by a variety of factors all of which are
essentially influenced by the internal factors of the learner than
being conditioned by external factors. This means that the capacity to
learn and understand resides within the individual and will depend on
the motivation that one receives to learn something. Of course
de-motivating factors can make the learner reject a subject but the
decision to reject or accept a subject as worthy of study is decided by
one’s personality and interest. Hence, it may be held true that the
urge to learn is under the influence of the self as explained by APA.
Interactive systems must exploit this feature of self-learning by
generating interest and motivating the person to learn. Interactive
systems that can sufficiently elicit curiosity and instill motivation
in learners can automatically create learners who will explore more and
learn more. A good interactive system must build on the knowledge that
learners have and must be able to develop parallel thinking that
enables them to think comprehensively.
When we consider Tognazzini's ideas and the 14 principles of APA, we
see that the following points are similar in their approach towards
learning. We see that there is common idea and similarity of purpose in
the following points:
- Anticipation : Construction of knowledge.
- Autonomy : Strategic thinking.
- Consistency : Thinking about thinking.
- Defaults: Explorable Interfaces
- Fitts's Law: Goals of the learning process
- Latency reduction: Motivational and emotional influences on learning.
- Learnability: Intrinsic motivation to learn
- Readability: Standards and assessment
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