Basic Graphics
Graphics in Learning Content
Text currently remains the primary communication tool for electronic learning content. However, static images can supplement text content and add to meaning in communicated complex ideas. Yet, while the written word is often comfortable to the creators of learning content, images and visual design are often a foreign and frightening idea.
It does not help that, whatever the distribution media, images add complexity to the creation of learning content.
As a creator of learning content, you need to learn the instructional reasons to use graphics and visual media, as well as the technical and design skills to implement them in your learning content. Whatever the project, if you are responsible to adding visual elements to supplement your other forms of content, you need to answer several questions:
- If you did not create the image, can you legally use it?
- Does this image convey understanding to the concept that make it worthwhile, or is it just decoration?
- What are the technical requirements necessary to use the image in your content?
- If the image is part of on-line material, how will this image impact accessing that content in terms of file sizes?
- When should you go beyond a static image and create an animated or interactive object?
Legalities
Like many intellectual works, images often hold specific copyright restrictions on their usage. This is often overlooked by content designers, especially if their work is only seen by a small, select audience. However, the legalities of how a piece of work created by others may be used is a critical question. Often, this means seeking a license to use the material. Do not assume that merely because the image is available on the Internet or as part of some program you purchased that you can use it in your own work.
The safest approach is to purchase a license to use the graphic or image from a stock art or photography package or service, and follow the explicit license agreements. It is possible to use works that you might find on the Internet if the producer offers a use license for their work, such as a Creative Commons, GPL or free license, but these often come with restrictions. Be certain to read the terms of any agreement carefully, as there may be stipulations such as credit given to the graphic producer or that the work may not be altered.
If you are at all uncertain that you may legally use the graphic in your own work, then do not use it. It is better to not use a graphic, or even make a less professional-looking one yourself than be on the uncertain legal ground of possible copyright infringement.
You may not have the time, resources or skills to produce your own graphics, and have to rely on an internal or external source. If this is the case, be certain to verify that you and they are complying with proper licensing of images. Just because you received the image from another party does not mean that you are free of responsibility for its use.
It's Pretty, But What Does It Mean?
The best graphics convey meaning without any help from the text. If you look at the graphic and say to yourself "I'm not quite certain if this fits," then it probably is not improving comprehension, and may merely be adding clutter.
Take a look at the following images:
The one on the left is arguably more interesting, but its meaning is unclear. The one on the right is ugly, but seems to impart a meaning of a percentage of a whole. If I had to choose an image style to use in learning content, I would probably lean towards the "clear and ugly" approach.
This is not an argument against making the learning content attractive or interesting, but keep in mind that the learner is attempting to gain meaning as quickly and easily as possible from your material. Graphics that do not help them understand probably merely distract and confuse them. This is a rather obvious observation in abstract, but can become unclear in practice.
In most cases, simple is better than involved, even if this means showing multiple separate images. Treat graphics in the same way as you would any other form of learning content; re sequence and reformat the information for directness and clarity.
Could I Just Use Pictures?
Rarely do graphics replace the need to provide detailed descriptions or instructions. Instead, they usually are used to enhance text or audio content. Static images can communicate complex ideas in direct manner, but they usually lack the sequencing of information required to impart a starting and ending point, as well as a hierarchy of relevance or an order in which to follow the information. Charts and diagrams are obvious exceptions to this, and can quickly communicate ideas to a user, but they usually require text to provide structure to the content within the image. Look at this visual representation of steps:
Look at this visual representation of an order of steps:
Break It Down!
It is an attractive idea to throw out a single image that can tell a complete story, but complexities crop up immediately to make this approach impractical.
Take a look at the image representing a set of directions below:
I don't know about you but this image lacks "direction" for me. Where does the path begin and end? It looks reasonable upon first glance, until you are actually attempting to learn something from the illustration. This lack of clarity is a frequent issue for using images to impart information to learners.
Let's improve it with some additional text and a legend to give meaning to the arrows:
This image is somewhat more comprehensible, but it still requires a bit of thought to attempt to interpret its meaning. What if we break the steps down into separate images?
Look at the set of images below:

Broken down into four steps, with four separate images, the directions become much clearer. Of course, they still require proper sequencing and information as to why the learner should care about what you are attempting to teach them, but at least individual meanings of each image are more immediately recognizable. The whole point here is to maintain the original major message, while helping the user focus on the details.
What You Need To Know To Use Electronic Images
As with any technical skill, graphic development knowledge for electronic media is a spiraling staircase of experience. The more experience you have with it, the higher you can climb, but you are still always focusing on the next step.
For the basic use of static images in electronic content, and especially for on-line content, try and remember the following ideas:
- You will need some software to create, edit and export images
- You will need some software to place the images within so that others can see them with your content
- Your audience will need some type of viewer to see your images, as well as the rest of your electronic content
These rules apply whatever the electronic format. If your users are viewing your content through a website, they apply. Through a Flash player, they apply. As part of an pdf, they apply. So, what is the absolute minimum technical information you need to know in order to use static images in your electronic content? Well, read on.
The Graphic Software Package
There are thousands of potential software packages to use to create or edit graphic files. Some are general image manipulation packages, while others only handle one specific detail of a specific file format. Some are free to use, while others cost as much as a mortgage. Some are simple to use, while others take years to learn. So, how do you know which one to use? Well, that depends upon your expectations of what that package will do for you. Let's assume that you want to perform the basics of what you will need to manipulate graphic files such as you might find on a typical web page. Those actions being:
- You need to draw or paint a flat image or touch-up an image
- You need to re-size the image to show only part of it
- You need to make the final file of a type that most web-browsers can interpret and show to a user, either jpeg (a kind of high-definition image type mostly for photographs) or gif (a kind of lower-quality image type for simpler images)
Well, look no further! Pretty much any graphic software package that can paint or draw over elements, cut and paste and save as or export to another format can satisfy your needs! The most famous, and rather expensive, product for graphic-image manipulation is Photoshop from Adobe Inc. However, Paint Shop Pro from Corel Inc. is far less expensive and will also satisfy your needs. You see, most drawing, image or photo-manipulation software has features most of us will never use. Personally, I recommend The GIMP (The GNU Image Manipulation Program), as it is free, works on Windows, Mac OS and Linux and can do most everything you need for basic image manipulation. http://www.gimp.org/
But What Do I Actually Do?!
Well, the procedure is going to vary depending on your creation and destination software, but the process can basically be broken down into these steps:
- Create a new file
- Modify the image
- Save or export the image as a .jpeg or .gif file
- Import the image into the destination software
So Many Options...
There are so many options and opinions about graphic formats and their uses that some people make careers through their production and use. The important idea to retain when using images are if they satisfy the requirements of your project, then your choices are the right ones.
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