DIGITAL LIBRARY
IMPROVING THE USER EXPERIENCE OF MULTIMEDIA AND INTERACTIVE TRAINING CONTENT ON MULTIPLE DEVICES
European Initiative for Eduaction (AUSTRIA)
About this paper:
Appears in: ICERI2023 Proceedings
Publication year: 2023
Pages: 2079-2085
ISBN: 978-84-09-55942-8
ISSN: 2340-1095
doi: 10.21125/iceri.2023.0593
Conference name: 16th annual International Conference of Education, Research and Innovation
Dates: 13-15 November, 2023
Location: Seville, Spain
Abstract:
The widespread adoption of multimedia content and the escalating utilization of so-called “Multiple Devices” for its access have presented a host of formidable challenges. Multiple Devices" refers to a variety of electronic devices, such as smartphones, tablets, computers, Chromebooks, and more, that are utilized for accessing and displaying multimedia content. Within the context of the esteemed "InterMedia Erasmus+ Project," this paper delves into an exploration of the prevalent issues confronted by users when endeavouring to display multimedia content across multiple devices.

The team conducted a study in Italy, Portugal, Austria and Denmark. Learners tested three different multimedia-based or interactive learning applications with different devices and evaluated their experiences in a questionnaire. In this study, the project team gathered feedback from learners using three significant examples. We present the results of this empirical study in this paper. Finally, we make recommendations for how to improve the user experience of multimedia content on multiple devices.

Our study reveals that compatibility issues, file size limitations, and poor user interfaces are the primary challenges users face when displaying multimedia content on multiple devices. Conversely, a positive user experience is achieved through compatibility, file size optimization, and user-friendly interfaces. Addressing the devices, some general findings show that smartphones are good for passive learning, but not always for active learning, tablets are good for both passive and active learning, personal computers and laptops are good for active learning, but not as portable as smartphones or tablets, and the layout and content presentation of multimedia-based and interactive learning content must fit the selected devices. Further details are presented in the paper.

In order to optimize the user experience of multimedia content across a range of devices, it is imperative for developers, manufacturers, and content providers to give utmost priority to ensuring compatibility, minimizing file sizes, and emphasizing the design of intuitive user interfaces. The study also offers significant recommendations, highlighting the criticality of providing learners with comprehensive information, acknowledging the influence of learners' age on their multimedia interactions, and recognizing the necessity of physical keyboards for engaging in profound active learning. For a comprehensive list of recommendations, please refer to the complete paper.
Keywords:
Multiple devices, multimedia content, interactive learning, educational technology.