The constraints imposed by computing hardware and software are considered much more formidable than the writer's pencil and paper, but the creative problems are much the same. A computer language can lead to programmer's block, just as surely as blank sheet of paper can lead to writer's block. For example, a program designed to present and test items may fail totally in presenting and testing processes. Educators will judge for themselves whether a given piece of software contributes, wholly or in part, to a satisfying educational event. Examples of good educational software similarly play an important role in advancing the state of the art.
Good examples present a marriage of content and craft.
Since many approaches are possible, it is important to keep the problem in focus, regardless of the platform chosen. The idea is to permit academics to come to grips quickly with the problems encountered in a given discipline and to prototype instructional software in a relatively short time. Our experience is that someone who knows the basics of a hypertext program like ToolBook and who has located appropriate videodisc material can demonstrate a multimedia prototype in three to five days. There is enough structure to emulate an example, but the environment is rich enough for the author to create innovative and effective instructional material. By solving the formal constraints of the interface, the author is better equipped to focus on the problems of defining and communicating a knowledge base.