Less is More: Multimedia Design Principles
Recently I read chapter 12 of the Cambridge Handbook of Multimedia Learning, "Principles for Reducing Extraneous Processing in Multimedia Learning: Coherence, Signaling, Redundancy, Spatial Contiguity, and Temporal Contiguity", by Richard Mayer and Logan Fiorella.
The general theme of this chapter is that less is better. The chapter presents research on how people interpret multimedia, and discusses how to design multimedia in order to avoid information overload.
Extraneous Overload
The authors define information overload in this context as extraneous overload. Extraneous overload is the overloading of a person's working memory. It happens when the amount of brain power needed to understand a concept (essential cognition), and the the amount of brain power needed to process a set of multimedia elements (external load) exceed that person's working memory capacity. The result is extraneous overload.
I think of it through the analogy of a bath tub. You could think of your memory as a bathtub. It has a certain size, and it can only hold so much water. The things you want to learn, the concepts, are the water. The media that present those concepts are also water. If you put too much water in the tub, it overflows and you lose information.
5 Principles
The chapter is organized around 5 principles:
The Coherence Principle: In general, showing only relevant information produces better learning. Too much irrelevant information can overload our working memories.
The Signaling Principle: Cues such as pointer arrows or highlighting can help people learn better, by helping them pick out relevant information.
The Redundancy Principle: It is generally better to present text in one form, rather than as both written and spoken text.
The Spatial Contiguity Principle: It is generally more effective to put written text near or within a related image, rather than far away.
The Temporal Contiguity Principle: It is generally better to present chunks of related information with less time in between.
The chapter presents research on each of these principles, and discusses how they relate to extraneous overload.
Caveats
The authors are careful to point out that these principles should be taken lightly. Much of the research behind these principles is still preliminary, and has only focused on a few specific media instances. Media varies widely. In addition, much is still unknown about how these principles relate to other factors in learning, like engagement.
Designing Multimedia for Music Education Multimedia
Despite these caveats, these principles can still help us think about how to make effective multimedia for music education.
For example, let's say we are presenting a diagram to illustrate the parts of the musical staff. The spatial contiguity principle suggests that it is better to place labels near their corresponding elements, rather than far away.
So that instead of a figure like this...
...we should use one like this instead:
I'm interested in reading more about multimedia design research, and in seeing  how it can inform music education.









