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Information Design Journal 16(2), 107–124

© 2008 John Benjamins Publishing Company


d o i : 10.1075/idj.16.2.03bez

José Marconi Bezerra de Souza and Mary Dyson


Are animated demonstrations the clearest and most comfortable
way to communicate on-screen instructions?

Keywords: static representation, dynamic representation, with varied levels of expertise to compare 9 versions of
instruction, animation, multimedia learning on-screen instructions. Six instructions use static and 3
use animated representations: they represent the basic
This study uses preference measurements to compare range of solutions available in the instructional market.
participants’ perceptions of nine versions of on-screen The emphasis here is on individual perceptions and not
instructions and aims to discover the ones users on learning efficiency, so only preference measurements
consider to be the clearest and most comfortable to use. were used. This study is part of PhD research (in prog-
Instructions are divided into 3 categories: composite, ress) which aims to contribute to knowledge of how to
synoptic and animated demonstrations. A group of optimize on-screen instructions that are purely visual
twenty-four adult participants ranked instructions, first (no sound effects or voice narrations). The instructions
within the same category and then between categories. tested are targeted at a general audience and show how
Even though no data was gathered to suggest which to use highly dynamic devices (i.e. Bezier tools) that are
type of instruction will lead to better learning, the results available in a broad range of amateur and professional
show that animations are perceived as being the clearest software packages.
and most comfortable to use. Users are likely to welcome In addition to analysing learners’ views on instruc-
animations, particularly for learning highly dynamic and tions’ clarity and comfort of use, this study has meth-
non-intuitive software drawing tasks (i.e., using Bezier odological and practical implications: (1) a ranking
tools). technique was used to compare a range of equivalent
on-screen instructions which have not previously been
Introduction systematically compared; and (2) the list of verbalized
reasons for preferring certain instructions will help
Ideally, on-screen instructions enable people to learn practitioners to predict learners’ reactions to simi-
how to use software on their own at the most convenient lar designs. The literature review focuses on learners’
time. But, what do users consider to be the clearest and preferences, but is complemented by a brief review of
most comfortable way to demonstrate instructions? This research on performance.
study explores this question by asking 24 participants

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Motivation found that 45% of United Kingdom’s adults acquired


computer skills by receiving informal assistance from
Existing research has examined users’ views and attitudes colleagues, friends and family. Indeed, experienced
towards instructions in general terms (Despotakis et al., friends can demonstrate instructions rather than just
2007; Kim et al., 2007). Judging by the greater number of describe them. Demonstration is often followed by imita-
studies, researchers have prioritized investigation of how tive practice and when, for some reason, the practice
instructions affect learners’ performance efficiency rather fails, the same friend will help to diagnose which step has
than preferences (Lowe, 2001). Furthermore, experi- been missed.
ments from within psychology and education appear Unfortunately, an experienced and dedicated friend
to be limited to comparing extreme forms of animated is not always available. Nor is it reasonable to expect
instruction (self-running with limited or standard inter- them to provide visual memory aids, even though it
action devices) against traditional forms of static graph- can be difficult to remember all of the instructional
ics (sequences of images with arrows printed on paper). details provided (Twidale, 1999). In such circumstances
Therefore, there is little evidence of how users compare structured visual demonstrations, such as on-screen
a variety of both animated and static on-screen instruc- instructions, could work as (rather limited) alternatives
tions specifically in relation to clarity and comfort. to real life demonstrations (Plaisant & Shneiderman,
This lack of empirical data contrasts with the view 2005). Research suggests that even cross-cultural differ-
that it is designers’ responsibility to develop products ences might have an effect on the acceptability of such
that are the best balance between performance and pref- on-screen demonstrations (Chavan, 2005). For example,
erence requirements (Lidwell et al., 2003). According to first-time users, non-literate people from Indian rural
Wright (2003), it is a “waste of time” to create informative areas, were shown in a recent study (Medhi, 2007)
messages that could be understood, but that, for some to prefer to learn how to use computers by observ-
personal preference, users postpone reading them. So, ing Bollywood-style instructional videos. In these
this study focuses on learners’ preferences because these videos, the story line dramatized the relevance of using
are likely to influence their selection of and intention to computers and presented popular actors learning how
use equivalent instructional formats. This is particularly to use software tools. The audience felt able to overcome
the case when learners exert choice and are not a captive their “fear and mistrust” of the new technology and
audience restrained by a teacher or trainer. improve their performance (for example, the rate of
success in a job search task increased from 30 to 100%)
Background (Medhi, 2007, p. 14).
Furthermore, it is currently affordable and apparently
According to a survey on how users search for infor- easy to record demonstrations of instructors teach-
mation as they are dealing with computing problems ing how to use software. The traditional, low resolution
(Schriver, 1997), novices tend to solve their problems by video-camera recording technique has been replaced
asking someone for help. Novices think they got “better, by screen recorder software, which creates interactive
more direct, and more understandable answers” from animated versions of instructors’ real life demonstrations
friends than from formal written instructions (Schriver, direct from the computer screen (e.g., Camtasia Studio®,
1997, p. 383). A national survey (Barker & Gardiner, 2006) Viewlet Builder®, Captivate®, Winkdebug®, etc.).

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Screen recorder software companies claim that in the animation could be better comprehended through
animated demonstrations are very effective for teaching discrete segments. It is possible, as Tversky and Morrison
software skills. However, the gap between making such (2002) conclude, that interaction flexibility may facilitate
demonstrations easier to create and making them effec- learning from animation by helping the user to overcome
tive learning tools has not been systematically explored. these difficulties of perception and comprehension.
This study does so, using instructions that were created It has been suggested that when users are learning
with a computer screen-recording system. how simple mechanical systems work (for example, a
pulley system) from static instructions, they will create
Research on learning performance a “mental animation” (Hegarty, 1992). In order to do
this, learners have to infer the system’s dynamism from
Some researchers are confident about the instructional the small changes that occur from picture to picture
benefit of teaching software using animated demonstra- (or in sections of a diagram). According to Mayer et al.
tions. Their argument is that animation is a more direct (2005), the cognitive effort required to create this “mental
and engaging way to show novices how to use software animation” affects learning positively, making it, in some
features instead of indirectly telling them what to do circumstances, superior to learning from actual anima-
(Baecker, 2002; Plaisant & Shneiderman, 2005). Accord- tion. The “static media hypothesis” (Mayer et al., 2005)
ing to Höffler and Leutner (2007) the animation instruc- indicates that this superiority is partially due to the fact
tional promise has been fulfilled. They, for the first time that static graphics with text seem to encourage learners
in this field, carried out a meta-analysis of 76 pair-wise to be more active and to self-explain the changes from
comparisons (embedded in 26 studies from 1973 to 2003) one segment to the next, and this “active processing”
between non-interactive animations and static picto- leads to deeper learning. In contrast, animation with
rial instructions. They found a medium-sized overall spoken text (when compared to text-oriented instruc-
advantage of animations over static pictures. Even when tions) may encourage “superficial processing” and, as a
non-interactive, animation seems to be especially effec- consequence, poor retention of the instructional message
tive (large effect size) for acquiring procedural-motor (Palmiter & Elkerton, 1993).
knowledge (Höffler & Leutner, 2007). In addition, “clever schematizations”, such as arrows,
In spite of empirical evidence in favour of anima- may be as effective as animation in communicating direc-
tions, the choice to use them to depict dynamic computer tion of motion and temporal sequences in mechanical
instructions is being contested. For example, Tversky systems diagrams (Tversky & Morrison, 2002, p. 258). This
and Morrison (2002) ascertain that animation (when may be, as suggested by Krull & Sharp (2006) because
compared with static graphics) is not the most effective arrows are “visual verbs” that depict “physical forces on
way to learn about dynamic content. According to this physical objects” (p. 192). Similarly, other graphic devices
view, animations may be ineffective because they can be that suggest movement, such as motion lines and over-
difficult to perceive and learn from when the animation lapping multiples, are commonly used in instructions
is too fast or has too many moving parts. Another argu- (Mijksenaar & Westendorp, 1999; Tufte, 2002) and in
ment is that animations do not usually segment actions comics (Kunzle, 1990; McCloud, 1993). A recent review of
into meaningful steps (Lozano & Tversky, 2003), since motion representation in instructions has demonstrated
learning is inhibited when continuous events depicted that, in order to depict distinct aspects of motion (i.e.,

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direction, trajectory and displacement), graphics devices grade) did not rate these non-interactive animations in
should be used in combination (Souza & Dyson, in press); the same way. Mature students preferred the control-
this review concludes that arrows are frequently used to lability of “self paced” static graphics. As the researchers
indicate direction, motion lines to indicate trajectory, and proposed, it may be that young students prefer anima-
overlapping multiples to indicate displacement of motion. tions because they do not want to be engaged in the
However, with few exceptions (Friedman & Stevenson, cognitive effort necessary to make sense of static graph-
1975; Lowe & Pramono, 2006) there is little data on their ics. Young students, they suggest, might even be unable to
comparative communicative effectiveness. make inferences from static graphics in the ways mature
The nature of the task to be learned, research ones can. Thus “continuous animation” is unlikely to be
suggests, is also playing an important role in the effec- welcomed by mature students because they want to be in
tiveness of instructional formats. For example, animated control of presentation pace. Students’ feelings concern-
demonstrations of software instructions may be effective ing self paced animation were not investigated, but this
when the task: research does suggest that users’ prior knowledge, need
− involves continuous changes (e.g., location, size, for controlling the pace of presentation, and willingness
shape, orientation, speed, etc.) which are not easily to make inferences might all affect their preferences.
inferred by the user (Harrison, 1995); First-time users of narrated animated demonstrations
− requires using “direct manipulation interface” devices (Despotakis et al., 2007) find, among others, the follow-
(Shneiderman & Plaisant, 2004), such as resizing a ing advantages to their use:
graphical shape by dragging its corners with a mouse. − they require low cognitive effort to understand the
In this circumstance, the cause-and-effect relation- instructional message;
ship between user action and software response can − they can be played on familiar interactive devices
be easily inferred by means of demonstration (Water- (such as the one used by most media players), which
son & O’Malley, 1992); facilitates replaying sections that were not fully
− is clearly segmented into procedural steps (Harrison, comprehended;
1995) and this segmentation is somehow visually − they make the learning process more pleasant and
labeled (Ertelt et al., 2005); and entertaining.
− is to be performed immediately after a training
However, first-time users also indicated (to Despotakis et
session (Palmiter & Elkerton, 1991, 1993).
al., 2007) at least the following disadvantages of animated
demonstrations:
Research on learners’ preferences
− the animations sometimes exceed the user’s ability
to assimilate the contents because they are presented
Research also suggests that young students (i.e., fourth
too fast;
graders) will feel motivated to learn from animation
− interactive devices do not provide sufficient informa-
(Rieber, 1991). This was recently confirmed by Kim et al.’s
tion for locating specific points within and between
(2007) research, in which fourth grade students found
animations;
continuous animations more attractive and motivat-
− the animations might give the impression that learn-
ing than static versions. This effect disappeared with
ers had acquired the knowledge, when actually they
age, since experienced and mature students (i.e., sixth
had not.

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The perception of effectiveness of instructions might also realism does not compromise the instructional role of the
depend on how comfortable the user feels in interacting animation. This type of interaction control is consistent
with them, some research has shown. This concept is in with the proposal that realism per se does not make the
harmony with the “interactivity principle” (Betrancourt, animations more effective (Tversky & Morrison, 2002).
2005) that establishes that people learn better when they On the contrary, in order to be perceived accurately,
have control over the pace of the presentation. Indeed, as some animations should be less realistic and be “slow
some data suggests, some level of interaction flexibility, and clear enough for observers to perceive movements,
such as that offered by the controls of traditional media changes, and their timing, and to understand the changes
players, improves user’s performance while learning in relations between the parts and the sequence of events”
procedural tasks of increasing difficulty (i.e., 4 types of (Tversky & Morrison, 2002, p. 258). This study explores
nautical knots in Schwan & Riempp, 2004). However, the idea that the users’ comprehension of the instruction-
providing a high level of interaction flexibility is not a al message is intertwined with the way they interact with
guarantee that users will focus on relevant aspects of the the mechanisms that trigger the illusion of motion.
animation’s instructional message, particularly when the
task to be learned is related to abstract and conceptual Exploring the concept of static instructions
knowledge (Lowe, 2004). People’s perception of comfort
in using animation or static instruction’s interaction Traditionally, static instructions are presented as a sequence
controls has also not been fully investigated. of pictorial segments that show “frozen” moments of an
action as it is being performed. Like designers of other
Exploring the concept of animated demonstrations forms of visual narratives such as comics (McCloud, 1993),
instructional designers use their discretion to select the
Traditionally, animation is defined as a successive “frozen” moments of a certain step that are important for
presentation of multiple images that gives the illusion learning and discard those that are not.
of motion. The motion is represented realistically and These pictorial segments are organized as long
animation is self-running at a minimum rate of 12 images horizontal or vertical sequences of images, which are
(frames) per second, thus producing a smooth transition sometimes called a “paragraph of pictographs” (Marcel
between frames (this is attributed to the persistence of & Barnard, 1977) or a “composite image” (Twyman,
vision phenomenon). This type of animation (Figure 7) 1985). The presentation of composite instructions on a
relies on the fact that the illusion of real-time motion can computer screen will be invariably limited to the size
only be sustained if each frame is displayed for no longer of the computer screen window. Due to this size limita-
than a fraction of second (Lowe, 2006). tion, the user will not be able to see the whole composite
Besides the traditional self-running format, this study instruction at once, only a few adjacent segments. The
presents two alternatives forms of animation (Figure 8 inspection of sequential segments will therefore require
and 9), which result from the user manually controlling scrolling devices (such as “scroll bars”), although it has
the succession of frames. This feature allows the user to also been suggested that when people are reading from
be in full control of the speed and direction of frames’ screens, excessive scrolling disorients them, and that the
succession. This can create a rather jagged illusion of invisibility of scrolled off texts makes them difficult to
motion (similar to flicker books). Hopefully, this loss in remember (Lynch & Horton, 2002).

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Besides composite instructions, this study also to defy people’s prior knowledge about the way in which
examines the “synoptic image” (Twyman, 1985) category. arcs are traditionally drawn (e.g., free-hand or using a
Synoptic instructions represent a sequence of steps, compass). Therefore, it is expected that these dynamic
which were originally separate in time and space, inside and non-intuitive actions should act as encouragement
of a unified single image (Figures 4, 5 and 6). In this for the user to read, observe and reflect on the instruc-
case numbers are used as reading guides that specify the tion details as carefully as possible. In addition, the
order in which the instructions should be put into prac- selected task is sufficiently complex, so that its explana-
tice. Synoptic instructions are very good at showing the tion may be segmented into four sequential steps. Finally,
sequence of procedures as a whole and because of their it is important to research new ways to teach the use of
compact nature do not require scrolling devices. Howev- direct manipulation devices, such as Bezier tools, because
er, when compared with composite instructions, they they are available in the majority of professional and
might be perceived as visually cluttered and too dense. It non-professional graphic software (including popular
seems that achieving the right balance between informa- word-processors, such as Microsoft Word).
tion complexity and visual clarity is a difficult challenge
for designers of synoptic instructions, particularly when Instruction groups
such instructions are embedded with illustrated captions
and diverse representations of motion, as is the case in As outlined previously, three groups of instructions were
this study. Indeed, this design issue should be further developed: 1 – Static composite instruction, 2 – Static
investigated in the future. synoptic instruction, and 3 – Animated demonstration.
All instructions share the following characteristics:
Method – they are segmented into four steps (e.g., 1: click, 2:
drag, 3: release, and 4: double-click);
Materials – each step is presented through captions (similar to
comic “speech bubbles”), which contain textual and
The instructions for this experiment teach how to use illustrated directions; and
graphic vector-based software Bezier tools (CorelDraw’s – all captions are placed near the area where the action
“pen tool”) to construct a round arc. This task was will occur.
chosen because it requires the demonstration of direct
manipulation interface controls that are visually highly Besides their representational nature, the instructions
dynamic (e.g. “drag and release” mouse manipulation); differ in terms of how the user interacts with them
and also because the accurate use of these controls seems (Table 1):

Table 1.  Characteristics that differentiate the instruction groups


Group Visual representations Interaction controls
1 Static composite instruction Horizontal scroll-bar
2 Static synoptic instruction None
3 Animated demonstration Buttons and interactive timeline

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Table 2.  Differences between instructions in Group 1 – Static composite instruction


Static composite instruction Number of segments Representation of motion involved in the action
A 14 Three images show frozen segments of the moving objects.
B 8 Image with arrow represents each motion.
C 8 Image with overlapping multiples represents each motion.

– Due to its length, the composite instruction requires instructions vary in terms of how the motions involved
a scroll-bar to move the sequence of images from left in each action are represented by static means:
to right and vice-versa. – A depicts each single motion as a sequence of three
– Due to its compact nature, the synoptic instruction small frozen moments (Figure 1). Frozen moments are
does not require any interaction control. pictures that show the segments between the start and
– Due to its dynamism, the animated demonstration end point of a certain motion. A contains 14 segments;
requires more sophisticated controls, such as buttons – B is derived from A but uses arrows as graphic
and an interactive timeline, so the user can trigger the devices to replace the three frozen moments of each
mechanism for creating illusion of motion (this will motion (Figure 2). B contains 8 segments; and
be described below). – C is similar to B, but uses overlapping multiples as a
graphic device (e.g., three segments of the motion are
Group 1 – Static composite instruction. As can be seen represented as if they are overlapping, transparent
in Table 2, three variations within this group were devel- layers encapsulated into a single picture) (Figure 3).
oped, labeled (A), (B) and (C). Basically, static composite C also contains 8 segments.

Figure 1.  Static composite instruction A in which motion Figure 2.  Static composite instruction B in which motion is
is represented by a sequence of frozen fragments of represented by arrows
movement

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Figure 4. Static synoptic instruction D in which arrows are


used to represent motion

Figure 3. Static composite instruction C in which motion is


represented by overlapping multiple segments

Group 2 – Static synoptic instruction. As can be seen in


Table 3, three variations within this group were devel-
oped, and labeled as D, E and F. The variation within
this group is based on how graphic devices are used to
represent small segments of motion. Instruction D uses Figure 5. Static synoptic instruction E in which overlapping
arrows (Figure 4), E overlapping multiples (Figure 5), and multiples are used to represent motion
F motion lines (Figure 6).

Table 3. Differences between instructions in Group 2 – Static


synoptic instruction
Static synoptic Representation of motion
instruction involved in the action
D Arrows
E Overlapping multiples images
F Motion lines

Figure 6. Static synoptic instruction F in which motion lines


are used to represent motion

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Table 4.  Differences between the instructions in Group 3 – animated demonstrations


Animated demonstration Representation of motion involved Number of frames Interaction controls
in the action
G Self-running smooth animation 136 “Play/pause” buttons.
(12 images/second).
H Each image is superimposed on   14 “Next” and “previous” buttons
the previous creating a jagged that control image
illusion of continuous motion. substitution.
I Each image is superimposed on   14 “Interactive timeline” with
the previous creating a jagged numbers from 1 to 14 that
illusion of continuous motion. control image substitution.

Group 3 – Animated demonstration. As can be seen in Smooth animations, such as (G), demand a large number
Table 4, three variations within this group were devel- of frames to depict motion realistically (136 frames, 12 per
oped, labeled as G, H and I. second). In contrast, user manipulated animation, such as
H and I, use only 14 images (including transitional frames
– G presents the traditional self-running animation
between the start and end point of the motion) to create
format, where the user has only to press the “play/
a similar, but less realistic, effect. H and I are considered
pause” button and observe the animation’s progres-
manually controlled animations because the user is in full
sion (Figure 7). If necessary, the user can monitor
control of the speed and direction of the frame’s succession.
the progression of the animation by looking at the
moving “play-head” in the timeline display;
– H creates the illusion of motion by the user control-
ling the progressive substitution of images (Figure 8).
The substitution mechanism is triggered by the user
pressing the “next” and “previous” buttons (e.g., analo-
gous to slide presentation); and
– I is similar to H, but the trigger mechanism is more
sophisticated. The user manipulates the progressive
substitution of images by dragging the mouse cursor
(pointer) over the interactive timeline region (Figure
9). The interactive timeline contains 14 “hot spot”
numbers corresponding to 14 frames. The speed of
the succession of frames is controlled by the manner
in which the timeline is manipulated (a distant
analogue to flicker books).
Figure 7.  Animated demonstration G in which the self-
running animation is controlled by basic “play/pause” buttons

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Test design

The method adopted for collecting participants’ opinions


was ranking. Due to the large number of instruction
types to be ranked (9), this process was divided into two
parts: first, each participant ranked 3 types of instruc-
tions within the same group (such as: “Which composite
instruction do you consider the clearest: A, B or C?”).
Participants repeated this for each group, thus totaling
three judgements.
Twenty-four participants were divided into two equal
groups. One group of 12 participants ranked in terms
of clarity and the other comfort. This separation was
intended to help participants focus on one criterion;
otherwise, they might mix up the concepts. Participants
Figure 8.  Animated demonstration H in which “next” and
“previous” buttons control the substitution of each frame of were allowed to form their own conception of “clarity”
the animation and “comfort” as no definitions were provided.
Second, after each participant had ranked the 3 best
types of instructions within their 3 groups (in terms of
clarity or comfort), they were asked to compare these
highest-ranked instructions to one another. For example,
the participants who had ranked instructions in terms
of clarity were asked the following: “now that you have
ranked the best instruction of each group, which highest-
ranked instruction do you consider the clearest, interme-
diary and least clear?”
To minimize any bias that might be caused by all
participants comparing instruction groups in the same
order, the sequence order was varied (Table 5) so that
each participant compared individual instructions
between groups in a slightly different sequential order.
To gather qualitative data as well as quantitative,
two questions were asked immediately after partici-
pants finished all judgments. The group that had ranked
instructions in terms of clarity was asked the following
questions: (1) “Why do you think Instruction ‘X’ is clearer
Figure 9.  Animated demonstration I in which the
than the others?”; (2) “Is there any group of instructions
“interactive timeline” (hot spot numbers from 1 to 14) controls
the substitution of each of the animations that you think contains the best instructions in terms of

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Table 5.  Order that group of instructions was presented to participants


Participants
1 2 3 4 5 6 7 8 9 10 11 12
Order of groups of instructions 123 132 213 231 312 321 123 132 213 231 312 321

Table 6.  Ranking results of synoptic instructions using clarity as the criterion. The
numbers in each cell represent the number of participants (out of total of 12) who
assigned the particular rank (column heading) to the instruction type (row heading).
Instruction type 1st 2nd 3rd
The clearest Intermediary The least clear
D 7 5 0
E 3 3 6
F 2 4 6

clarity? If so, why?”. The group that had ranked instruc- Results
tions in terms of comfort was asked: (1) “Why do you
think Instruction ‘X’ is more comfortable to use than the The results were analysed using Kendall’s Coefficient of
others?”; (2) “Is there any group of instructions that you Concordance, which establishes whether or not there is
think contains the best instructions in terms of comfort? significant agreement on the ranks assigned by different
If so, why?” participants. For practical reasons, this section will only
present ranking results with significant agreement. The
Participants and basic procedure general results can be examined in Appendices 1 (Clarity)
and 2 (Comfort of use).
The participants took part voluntarily, on a one-to-one
basis. Their levels of education varied: 3 undergradu- Clarity
ates, 13 graduates, 2 masters and 6 PhDs. All were adults
(ranging from 18 to 64 years old). The 2 groups of 12 In the group of synoptic instructions, participants were
participants rated their previous graphic software experi- in agreement as to which instruction was the clearest
ence as follows: 7 had little or no experience, 9 were (W=0.25, χ2=6.1, p<0.05). Participants ranked instruc-
intermediate and 8 were expert users. This mix of experi- tion D (Median Q2=1, quartile deviation QD=0.5), which
ence was considered helpful in ensuring that the results uses arrows to depict motion, as the clearest. Instruc-
were representative, and in keeping with the general aim tions E (Q2=2.5, QD=0.87) and F (Q2=2.5, QD=0.5) may
of optimizing on-screen instructions used by a diverse be considered equivalent to each other, since they were
audience. The test was administered by the researcher similarly ranked (Table 6).
and conducted in a quiet environment where partici- Participants were in agreement (W=0.36, χ2=8.66,
pants would not be disturbed while making their judge- p<0.02) that the group of animated instructions (Q2=1,
ments. One laptop, with a 14 inch display (resolution of QD=0.37) contains the clearest instructions. The groups
1024 x 768 pixels) was used to carry out the test. of synoptic (Q2=2, QD=0.87) and composite instructions

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Table 7.  Overall ranking results using clarity as the criterion. Group of animated demonstrations
was ranked 9 times (out of total of 12) as the clearest of all instructions
Group of instructions 1st 2nd 3rd
The clearest Intermediary The least clear
Group 1 – Static composite instructions 0 6 6
Group 2 – Static synoptic instructions 3 4 5
Group 3 – Animated demonstrations 9 2 1

Table 8.  Overall ranking results using comfort of use as the criterion. Again, group of animated demonstrations was ranked 9
times (out of total of 12) as the most comfortable to use
Group of instructions 1st 2nd 3rd
The most comfortable to use Intermediary The least comfortable to use
Group 1 – Composite instruction 1 5 6
Group 2 – Synoptic instruction 2 5 5
Group 3 – Animated demonstrations 9 2 1

(Q2=2.5, QD=0.5) were ranked roughly equally, with the Participants’ observations
synoptic instructions ranked slightly higher (3 partici-
pants considered them the clearest). Immediately after the judgements, participants were
asked what they thought makes one specific instruction
Comfort of use or group of instructions clearer or more comfortable
to use than the others. These answers are summarized
In terms of comfort of use, there is no significant agree- below and classified according to instruction group.
ment on judgements within each group of instructions.
In contrast, significant agreement was found when Group 1 - Static composite instruction. The scroll-bar
the highest ranked instructions of each group were was considered uncomfortable to use because it:
compared to one another. Participants were in agree- – is time consuming
ment (W=0.34, χ2=8.16, p<0.02) that, again, the group of – diverts attention from the instructions
animated demonstrations (Q2=1, QD=0.37) contained – causes optical discomfort and a sense of disori-
the most comfortable to use instructions. The groups entation when images are moved backwards and
of composite (Q2=2.5, QD=0.5) and synoptic (Q2=2, forwards.
QD=0.5) instructions can be considered as equivalent In terms of clarity it was pointed out that it:
(Table 8) since they were ranked similarly. – is difficult to make sense of long sequences of images
when the visibility is limited by one small window.

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Group 2 – Static synoptic instruction. Some of the – the interactive timeline requires fine manipulation of
observations about clarity were conflicting. While some the mouse cursor; otherwise it would “jump” unin-
participants found instructions very difficult to under- tentionally to the next step.
stand, others expressed the opposite. – demand for careful control of the mouse diverted
For example, synoptic instructions were considered: their attention from the animation.
– too dense in information
– too cluttered visually. Discussion
On the other hand, others considered synoptic instruc-
This study demonstrates that animated instructions
tions:
with different levels of interaction flexibility are likely
– straightforward and economic
to be welcomed by the majority of users. Animations
– potentially easy to follow and to put into practice
were perceived as clearer and more comfortable to use
– a good complement to animated instructions
than static versions, with a few reservations. In terms
because, contrary to animation, they are printable.
of methodology, the ranking method was successful in
detecting differences between groups of animated and
Group 3 – Animated demonstration. The observations
static instructions, but less sensitive to minor differences
were mostly related to the way in which the interactive
within groups (except the group of synoptic instructions
controls either assisted or interfered with the process of
in which differences in terms of clarity were found). This
making sense of instructions:
is unsurprising, since assessments that rely on subjective
Instruction G (self running animation) was considered: opinion can reveal high levels of disagreement (Wright,
– too slow 2003). Participants’ observations on why they think one
– lacking animation speed control specific instruction is better than another have practi-
– lacking controls that stop the animation at specific cal implications: (1) they might help designers to predict
steps learners’ reactions to similar designs; (2) they can be
converted into a check list of aspects that might influ-
Instruction H (next and previous buttons) was consid-
ence learners to choose one instruction over another. To
ered:
determine the generality of these results, replication with
– very easy and comfortable to use.
bigger samples should be carried out by others. Finally,
Instruction I (interactive timeline) raised a series of the variety of designs investigated can be used as a start-
conflicting observations. For some the interactive control ing point for further examination and/or inspiration for
was: better and more innovative design solutions.
– flexible and intuitive The results encourage further investigation of how
– made it easy to return to specific points of the anima- different levels of interactive flexibility affect users’
tion in which there was a need for re-inspection performance while using animated demonstrations to
On the other hand, other participants observed that the: learn and apply on-screen instructions. This is important
– efficient use of the interactive timeline might require because learners in general will welcome interaction
some practice controls (as confirmed here); however, novices’ ability
to easily convert this flexibility in their favor is being

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debated. As Lowe (2006) suggests, when learners are interaction flexibility might affect learning from dynamic
novices in an abstract and complex domain, “unfash- instruction (including amateurish “how-to” video shared
ionable” non-interactive animation might be superior online) seems to be a valuable issue for further research.
to “free user control” versions. This contrasts with the Previous research on learner’s preference (Kim et
design guideline that interaction controls should always al., 2007) and performance (Mayer et al., 2005; Tversky
be made available when the animation “is longer than 15 & Morrison, 2002) has demonstrated that the intrinsic
seconds” (Plaisant & Shneiderman, 2005), and also with permanence of static instructions helps users to feel in
research (Schwan & Riempp, 2004) that has shown that control of pace and order of presentation of instructions.
standard media player controls facilitate learning practi- Indeed, Hegarty (1992) has used learning performance
cal procedures (i.e., nautical knots). Indeed, this issue measures and big samples to demonstrate that this
deserves further investigation. control will enable the user to create a “mental anima-
Earlier research has not fully explored the concept tion” of the task (Hegarty, 1992). However, preference
that the illusion of motion contained in animations can measures gathered here suggest that static instructions
be created in different manners (Lowe, 2006; Tversky (whether composite or synoptic) are considered the least
& Morrison, 2002), and that these other forms could clear and comfortable to use of all instructions. One
be considered by users as beneficial for their learning could speculate that this is another interesting case in
(Despotakis et al., 2007; Kim et al., 2007). Traditional which preference and performance might not be posi-
animations do not require the user to be aware or in tively correlated (Nielsen & Levy, 1994). The possible
control of the slight changes in position and shape of explanation for the observed disparity can be partially
moving objects. In such cases, users could be consid- explained by participants’ complaints that their inspec-
ered to be passive observers with no deep involve- tion of static segments in small windows requires too
ment in the process of creating the illusion of motion. much scrolling (i.e., moving the whole sequence from
However, in this study manually controlled animations left to right and vice-versa). Furthermore, some partici-
allowed participants to feel in control of the succession pants observed that scrolling was time consuming and
of frames. Potentially, this user interaction could make caused optical discomfort and this made them confused.
the process of learning from animation more active and This also coincides with the suggestion that excessive
better, in accordance with the “interactivity principle” scrolling might disorient users (Lynch & Horton, 2002).
(Betrancourt, 2005). In this study, participants’ observa- This suggests that further research could explore novel
tions confirm that features allowing easy re-inspection interactive devices, such as zooming user interface and
of instructional segments (contained in manually transition effects inspired by the “infinite canvas” concept
controlled animations) make interaction with animation (McCloud, 2001), available in software such as “infinite-
more comfortable and clearer, even though, for some canvas” and “graphywall”, which could make the inspec-
participants, the effective use of these features might tion of long sequences of instructions in small windows
require further practice. In this respect, it is possible to clearer and more comfortable.
speculate that with the increasing popularity of online Surprisingly, static synoptic instructions are considered
video-sharing services (e.g., Youtube, Dailymotion, and by participants as slightly clearer than composite images.
Metacafe) more people will become familiar with basic However, while some find the compact nature of synoptic
video interaction controls. Again, the extent to which instruction to be straightforward and economic, others

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feel that this type of instruction is too cluttered and, there- that demonstrates that static graphics are superior to
fore, potentially confusing. The effectiveness of synoptic animation (Mayer et al., 2005) has actually confirmed
instructions might also depend on participants’ familiar- that some topics are easier to learn when they are broken
ity with the task to be learnt, which would allow them to down into manageable discrete segments. This condition
recognize individual actions and interpret the sequence of for learning is in harmony with the permanent nature
instructions correctly. This assumption might also explain of static graphics (in this case, printed) because they are
why participants have suggested that synoptic instructions easily controllable and segmented into discrete moments.
should be used as a complement to animated demonstra- In addition, Tversky and Morrison (2002) propose
tion (as a printable job aid or visual summary). Indeed, that animations will not improve clarity when they are
the integration of synoptic instructions with animation uncontrollable and present gratuitous (although, realis-
deserves more attention from researchers. tic) dynamism.
Confirming results from a previous study (Lowe In summary, even though this study has shown that
& Pramono, 2006) arrows are considered the clearest animation is likely to be welcomed by learners, it does
graphic device used to convey motion, particularly for not suggest that this type of representation is always
synoptic instructions. However, further research should the best option for learning instructions. The nature of
be carried out to test if arrows continue to be considered the task (its level of dynamism, participant’s familiarity
as superior to motion lines and overlapping multiples with the task, its complexity, declarative or procedural
when, besides direction, other dimensions of motion information, etc.) should be carefully examined before
(such as displacement and trajectory) have to be clearly making the decision to adopt animation or static graph-
communicated (Souza & Dyson, in press). ics as the instructional tool.
The non-intuitive and highly dynamic nature of the
task chosen for this study might have influenced partici- Conclusion
pants’ opinion towards choosing animations as the best
instruction of all. Indeed, this result concurs with the Although there are limitations of this study (such as its
suggestion made by Waterson & O’Malley (1992) that small sample and absence of performance-based data),
learning how to use direct manipulation devices (such as the results suggests that highly dynamic and non-intu-
Bezier tools) is not comfortably inferred by the observa- itive on-screen instructions are likely to be perceived
tion of static instructions. by people as clearer and more comfortable to use when
Literature suggests that the definition of the level using animated demonstrations rather than static
of dynamism embedded into the task seems to be the versions. They also show that much work remains to be
decisive factor influencing the success of either static or done to optimize the effectiveness of animated demon-
animated on-screen instructions. In other words, if the strations. Further research could continue to explore
dynamic content is easy to grasp through static graph- ways in which instructional formats could be used in
ics, then animation is likely to be redundant (Mayer et integration (e.g., synoptic with animation, composite
al., 2005). Conversely, if dynamism is difficult to imagine instruction with small animated segments, animations
and-or the learner is not familiarized with it, then anima- with arrows, etc.). Indeed, research that has been explor-
tion is likely to be clarifying, if not essential (Waterson ing the opposition between instructional formats has
& O’Malley, 1992). One might speculate that research already revealed that no single type of instruction will be

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José Marconi Bezerra de Souza and Mary Dyson  •  On-screen instructions idj 16(2), 2008, 107-124

the best for all learning scenarios. The systematic explo- Höffler, T. N., & Leutner, D. (2007). Instructional animation versus
ration of the boundaries between static and dynamic static pictures: A meta-analysis. Learning and Instruction,
forms of instructions seems to be a promising and chal- 17(6), 722-738.
Kim, S., Yoon, M., Whang, S. M., Tversky, B., & Morrison, J. B. (2007).
lenging field of research.
The effect of animation on comprehension and interest.
Journal of Computer Assisted Learning, 23(3), 260-270.
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Appendix 1.  Overall results of ranking related to clarity.


The ranking process was divided into two parts: first, each to one another. Median (Q2) and quartile deviation (QD)
participant ranked 3 types of instructions within the same indicate level of variability of ordinal data. Kendall’s coefficient
group (which composite instruction do you consider the of concordance establishes whether or not there is significant
clearest: A, B or C?). Participants repeated this for each group, agreement on the ranks assigned by different participants. Chi
thus totalling three judgements. Second, each participant Square (χ2 ) and corresponding probability (p value) indicate
compared the 3 highest-ranked of each group of instructions the strength of evidence for rejecting the null hypothesis.
Clarity ranks
Category Instructions 1st 2nd 3rd Median Quartile Kendall χ2 p value
(Q2) Deviation Coefficient of
(QD) Concordance (W)
Static composite  A 3 6 3 2 0.75 0.02 0.6 p>0.05
B 6 2 4 1.5 1
C 3 4 5 2 0.87      
Static synoptic D 7 5 0 1 0.5 0.25 6.1 p<0.05
E 3 3 6 2.5 0.87
F 2 4 6 2.5 0.5      
Animated G 7 4 1 1 0.5 0.21 5.1 p>0.05
demonstration H 0 7 5 2 0.5
I 5 1 6 2 1      
Best of each   Static composite 0 6 6 2.5 0.5 0.36 8.6 p<0.02
group Static synoptic 3 4 5 2 0.87
Animated 9 2 1 1 0.37    

Appendix 2. Overall results of ranking related to comfort of use.


Comfort of use ranks
Category Instructions 1st 2nd 3rd Median Quartile Kendall χ2 p value
(Q2) Deviation Coefficient of
(QD) Concordance (W)
Static composite  A 5 5 2 2 0.5 0.18 4.5 p>0.10
B 5 5 2 2 0.5
C 2 2 8 3 0.5      
Static synoptic D 5 6 1 2 0.5 0.09 2.1 p>0.10
E 3 3 6 2.5 0.5
F 4 3 5 2 1      
Animated G 5 5 2 2 0.5 0.13 3.1 p>0.10
demonstration H 5 4 3 2 0.87
I 2 3 7 3 0.5      
Best of each   Static composite 1 5 6 2.5 0.5 0.34 8.1 p<0.02
group Static synoptic 2 5 5 2 0.5
Animated 9 2 1 1 0.37    

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