From the iconic to the concrete

From the iconic to the concrete

Many of the functions of an application with a graphical user interface are represented in pictorial form, as icons. Some of these are direct

VISUAL LITERACY AND PAINTING WITH TECHNOLOGY

representations of the function, for example, a picture of a printer for ‘print’. Some use metaphor to represent a more complex or abstract func- tion, such as a picture of a pair of scissors to depict the function ‘cut’. Many icons are now being generalised across applications and their func- tions are becoming standardised on a variety of interfaces. Most graphical user interfaces designed for adults, however, offer alternative methods of presentation in addition to the use of icons, such as menus and text labels which appear when the cursor is positioned over the icon. This additional level of support enables the user to select the method they prefer or use a combination of the two, but it is not a viable option for supporting young children with limited reading skills.

Icon and interface design are an evolving discipline which endeavour to improve human–computer interaction and usability. The organization and position of icons on the screen can be important for the user and, many applications allow the user to customise the interface to present icons in a horizontal or vertical format, change the size of the icon or remove icons (not frequently used) from the screen. ‘Direct manipulation’ aims to provide the user with a feeling of control over the objects they are working with and feedback to their actions. For example, when an icon is selected it will ‘depress’ in the same way as a button on a machine to indicate that it has been switched on. Other features of icon design, which can influence the interaction between the computer and the user, include use of colour, style of drawing, three dimensional effects and ani- mation, and are implemented to a greater or lesser degree on the graphical user interface. It is these subtleties of action, like the depressed icon, that children need to be made aware of when introduced to the computer.

Given that icons comprise a large part of a graphical user interface and that this design method is the key approach currently adopted for applica- tions for children, it is important to consider the nature of icons for use with young children. Jones (1993) states that icons designed for use by children should ‘clearly depict, indicate and distinguish a program’s com- mands and operations’ and also ‘should suggest and indicate a command intention rather than just duplicate or represent a particular pictorial form’. This is particularly important for young children who, with little or no reading skills, are not able to use the additional verbal support such as text labels, which are available to adults. The goal for educational soft- ware developers should therefore be to incorporate icons which are realistic and meaningful for children and which leave little room for misinterpre- tation. Jones (1993) says ‘at present the iconic component in existing interfaces for children’s use generally mirrors what is available in the com- mercial marketplace and does not respond to the developmental world of the child’. It is a difficult task to find the icon that would be representative of a concept to the whole of a learner population. Therefore, a ‘best guess’ icon is designed and it is for the teacher to ensure that the link between concept and image are strengthened through discussion and illustration.

ICT IN THE EARLY YEARS

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