The users can activate things by pointing with the cursor or pointing and clicking. Logical software design - The users can predict what will happen because the sequence of events is logical and mimics the way we expect things to happen in real life. Programs can have linked pathways of a hierarchical nature or they can be exploratory. Obvious buttons - Active areas are indicated because they are attached to or superimposed on relevant information such as text or graphics. Choices are obvious and motivating.
Student controlled - Students determine pathways through the program.
Nothing happens that they do not cause to happen or initiate in some way. Students must feel that they are the ones who are navigating through the computer based material. Uncluttered screen - All objects on the screen have a purpose and are not so numerous as to be distracting or overwhelming. Optional scanning - The computer can display a series of options one at a time. The student selects by clicking when their choice comes up.