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Description, examples and tips on how to produce quality storyboards Document summaryAll MATTER computer-based software is developed from sets of detailed paper-based plans - or storyboards - which are provided by subject matter experts (SME) such as academics, teachers, industry specialists, etc. This document provides a set of guidelines on how to produce good storyboards, by providing the following information:
A 'blank' storyboard template is also provided at the end.
Contents
Useful user-interface techniques
Key elements of a storyboardA good storyboard comprises the following:
Examples of each are provided in the next section. Back to top
The key elements explained...RationaleWhat is the module/unit about? Why should the user learn this? Where does it fit into the course/curriculum? (3 sentences maximum).
Back to topLearning outcomesState in specific terms what the learners will be able to do as a result of studying the material. These statements:
Back to topAssumed pre-knowledgeIndicate the "entry level" to the software by stating any knowledge or skills you assume the user to already have. In addition to the chosen subject area, it is useful also to state what level of mathematics will be required, such as simple algebra, polynomial curve fitting, differential equations, etc. If there are technical terms you think a user might like to check out before starting, provide short definitions that can be accessed through the glossary.
Back to topScreen layoutMATTER is currently developing its software for delivery via Internet browsers such as Netscape Navigator and Microsoft Internet Explorer. Typically, any one page would contain the following:
The layout and proportions of the text and graphics is very flexible, although you should avoid too much text. In your storyboard include all the text and graphics, if necessary using a number of different storyboard sheets to show how the screen develops with different user interactions. Highlight any glossary links and hyperlinks in the text. In addition to the on-screen text, you will often need to write instructions to the developer (e.g. show graphic 3 when this button is clicked). Do this in another colour. If the screen looks too "busy" consider building it up over a number of successive pages. The example storyboard pages which follows shows how this should be done.
Sample storyboard page showing Young's Double Slit experiment. Note the
instructions to the developer (in red) and the hyperlinks to "back-up" pages -
click on these to view.
Back to topAdditional resourcesDon't forget to include any diagrams, photographs, micrographs, video, algorithms and data required to complete the software package.
Useful user-interface techniquesTextMost people dislike reading large amounts of text off-screen, and so we suggest you keep your text to a minimum.
Back to topGraphicsThe advantages of computer-based delivery of teaching and learning materials really starts with its graphics capabilities. For the purposes of storyboarding, we can classify graphics in increasing order of complexity as (i) static, (ii) animation and (iii) simulation. Static graphicsThese can be very useful to embellish the software, but due to their inherent lack of interactivity, should not form the backbone of the package. Active graphics and image mapsGraphics can be made to respond to user-controlled events, such as mouse movements and clicks. Graphics could therefore be used as a visual menu, navigation, and also multiple-choice activities, etc. AnimationsThe next step up from static graphics are animations. By this, we mean a series of graphic images or "frames" that are run in sequence to give the concept of movement, change, progress, etc. Like videos, animation always run in a linear fashion and "play" in an identical manner whenever they are "run". Again, animations can be very useful in software of this type, but really offer little more in the way of real interactivity than a static graphics. SimulationsGood simulations provide the maximum level of interactivity in that they allow the user to explore a concept, process, relationship, etc. by changing input parameters and watching the outcome in a graphical representation. The potential range for simulations is limitless. However, here are a few "components" which you might like to consider when designing your simulation: Back to topVideoTo date, MATTER has only made limited use of video clips, due largely to the fact that the specifications and configurations of our end-users' machines are only just beginning to reach a level that can handle this format. If you have a specific need for video within your storyboard, we would discuss this with you on an individual basis. Back to topPen & paperFinally, let's not overlook these important "tools". Instead of automatically storing and re-using data in the program, why not make the user write down key parameters, data, etc. where it is generated and then input it back in at a later stage (i.e. further processing, plotting, etc.). A data sheet which can be printed out can be included for this. In this way some permanent record of the computer session can be achieved.
This page can be printed or copied and the experimental data, calculations and result recorded. This provides a valuable hard copy record of the session. Back to top
Adding user interactivityThe number of ways to add interactivity to our software is potentially limitless. Here are some methods we have adopted in the past. ExperimentsRe-create experiments on-screen. Let the user select and operate the apparatus, change specimens and parameters as they would in real life. Build in sensible randomisation so that no two experiments are ever identical. Provide data sheets for the user to print and record measurements, etc. Make sure that there is a clear end-point - for example let the user compare his/her result with suggested values. Back to topGraph-plotting
Back to topDrag and dropGet the user to move things around the screen by dragging and dropping.
Back to topEquations and derivationsRelate equations to the physical world to which they belong. Use colour to separate different parts of an equation.
Back to topSelf-assessment exercisesMultiple-choice questions
Back to topMatching
Back to topIdentifying
Sorting
Back to topCommon user-interface controlsButtonsTo initiate an event.
SlidersTo allow the user to select from a range of values. Slider bars can be horizontal or vertical and can be either fully continuous, or "snap" to discrete values. Temperature Back to topChoice menusTo allow the user to select from a number of items.
Check boxesTo allow various options to be switched on or off.
Radio buttonsTo control mutually exclusive options.
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