15 Multimedia Design Principles Explained
15 Multimedia Design Principles Explained
Conclusion
CHAPTER SUMMARY
This chapter summarizes 15 principles of multimedia design, including five princi-
ples for reducing extraneous processing – coherence, signaling, redundancy, spa-
tial contiguity, and temporal contiguity principles; three principles for managing
essential processing – s egmenting, pre-training, and modality principles; and seven
principles for fostering generative processing – multimedia, personalization, voice,
image, embodiment, immersion, and generative activity. In addition, this chapter
introduces possible boundary conditions for some of the principles – individual
differences conditions, instructional content conditions, and instructional context
conditions. Next, this chapter looks back to reflect on the progress that has been
made and looks forward to addresses two possible new directions involving emo-
tional design and motivational design. Finally, the chapter closes with comments
concerning suggestions for future research on what works for improving multime-
dia learning, when it works, and how it works.
CHAPTER OUTLINE
Fifteen Principles of Multimedia Design
Principles for Reducing Extraneous Processing
Principles for Managing Essential Processing
Principles for Fostering Generative Processing
Boundary Conditions for Design Principles
Looking Back at How Far We Have Come
Looking Forward to Possible New Directions
Emotional Design Principles
Motivational Design Principles
The Future of Multimedia Learning
What Works?
When Does It Work?
How Does It Work?
Conclusion
test the learner is asked to write as many solutions as possible to new problems,
such as described in Chapter 4. To standardize the comparison, I convert the dif-
ference in scores into an effect size using Cohen’s d, as described in Chapter 3. In
short, I examine the effect on transfer tests of implementing the design principle,
and I search for substantial and consistent effect sizes.
The right side of Tables 20.1–20.3 summarizes the empirical evidence based on
transfer tests that my colleagues and I have collected concerning each of the 15
principles: the column labeled “ES” lists the median effect size based on Cohen’s
d and the column labeled “Tests” lists how many experimental comparisons
favored the treatment group out of the total number of experimental comparisons
conducted.
Once the learner has cognitive capacity available, the next step in multimedia
instructional design is to encourage the learner to come into contact with the core
material in the lesson, which is the goal of principles for managing essential pro-
cessing. Thus, the design features in Table 20.2 are intended to help the learner to
manage the cognitive processes needed to get the presented words and graphics
represented in working memory.
6. Do not put the instructor’s static image on the screen (image principle).
7. Do not convert lessons into 3D immersive virtual reality (immersion principle).
Not only are we gaining a clear idea of what works (and what doesn’t work) in
multimedia instructional design, we also are beginning to have a much better idea
of when each principle works. Each principle can be subjected to one or more
boundary conditions, such as individual differences conditions, instructional con-
tent conditions, and instructional context conditions, as summarized in Table 20.4.
Individual differences conditions are based on the characteristics of the learner,
such as learners with low versus high prior knowledge or low versus high spatial
ability. Instructional content conditions are based on the characteristics of the
information in the lesson, such as simple versus complex material or concepts ver-
sus procedures or science material versus humanities material. Instructional con-
text conditions are based on the situation under which the material is presented,
such as whether the lesson is slow- or fast-paced, whether the study is done in
a laboratory or a classroom, or whether the test is immediate or delayed. These
boundary conditions can be considered to be moderators of multimedia design
effects, so that the principles apply more strongly under certain conditions.
It is important to note that the boundary conditions are not arbitrary, but rather
can be explained by the cognitive theory of multimedia learning (and also can
aid in clarifying the theory). For example, concerning individual differences,
high-knowledge learners may be able to learn from text alone because they can
generate their own images while learning; in contrast, low-knowledge learners
may need corresponding graphics to help them clarify the meaning of a text.
Concerning instructional content, when a graphic is simple and organized stu-
dents do not need help in knowing where to look in a graphic; in contrast, when a
graphic has many parts and lacks a clear structure, students may benefit from cues
that show them where to look. Concerning instructional context, when a lesson
is slow-paced, learners have enough time to be able to read the words printed on
screen and view the graphics; in contrast, when a lesson is fast-paced, students
may miss part of a graphic because they are looking at printed words, or may
miss part of the printed words because they are looking at a graphic. The cover
page for each principle chapter contains a summary of that principle’s boundary
conditions.
As the field of research on multimedia learning matures, new research can be
expected to clarify the boundary conditions under which the principles apply.
Sometimes researchers may frame such results as a “failure to replicate,” but a
more productive approach is to interpret them as boundary conditions based on
cognitive theory, such as the cognitive theory of multimedia learning. In short,
instead of saying there are “mixed results,” a more helpful approach is to deter-
mine whether the situations where a principle does or does not apply can be
explained by learning theories.
In looking across the three editions of Multimedia Learning, it is clear that we are
making progress. As summarized in Table 20.5, the first edition of Multimedia
Learning (Mayer, 2001) offered seven principles of multimedia design based on
45 experiments carried out by my colleagues and me. The second edition (Mayer,
2009) converted one principle to a boundary condition (i.e., the individual differ-
ences principle in which some effects were strong for certain types of learners but
not for other types of learners) and added six new principles, yielding 12 princi-
ples of multimedia design based on 93 experiments carried out by my colleagues
and me. The first edition focused mainly on principles for reducing extraneous
processing, whereas the second edition added principles for managing essential
processing and, to a lesser extent, for fostering generative processing.
The present edition adds three new principles – the immersion principle, the
embodiment principle, and the generative activity principle – all under the head-
ing of fostering generative processing. As you can see, the research base doubled
from the first edition to the second (from 45 to 93), and doubled again from the
second to the third (from 93 to 209), allowing us to base our conclusions on
more than 200 experimental comparisons. In addition, the theoretical foundation
expanded from mainly focusing on techniques for reducing extraneous process-
ing to include a focus on techniques for managing essential processing and most
recently to broadening how we think about fostering generative processing.
The introduction to the book has also developed into separate chapters on the
science of learning (Chapter 2), the science of instruction (Chapter 3), and the sci-
ence of assessment (Chapter 4), as well as an introductory chapter (Chapter 1) and
a chapter devoted exclusively to the multimedia principle (Chapter 5), which is the
starting pointing for our research program. The addition of a chapter focusing on
the assessment of learning outcomes highlights the recognition of the importance
of how we test for understanding of multimedia lessons based on transfer tests.
Overall, a comparison among the three editions of this book signals the growing
number of evidence-based principles and supporting evidence concerning them,
and a broadening of the theoretical focus beyond reducing extraneous processing,
to include managing essential processing and, most recently, fostering generative
processing. In addition to examining the role of the cognitive process of selecting
information for processing, we are making progress in examining how to guide
the cognitive processes of organizing and integrating. The underlying theoretical
basis has expanded to include social processes in learning (such as social agency
theory described in Chapter 14) and motivational processes in learning (such as
interest theory described in Chapter 6 and Chapter 18 as well as self-efficacy the-
ory described in this chapter).
Parallel advancements are being made in the wider literature on the design of
multimedia instructional messages, as reflected in growth in the research base
between the first edition of The Cambridge Handbook of Multimedia Learning
(Mayer, 2005) and the second edition (Mayer, 2014). Similarly, the four editions of
e-Learning and the Science of Instruction (Clark & Mayer, 2003, 2008, 2011, 2016)
reflect a continual broadening of the research base to support multimedia design
principles for practitioners.
STEP 3: Injecting
genetic material
into the host cell.
Figure 20.1 Screenshot from control version (top) and emotional design version (bottom) of the virus
lesson
Figure 20.2 Frame for coping message (top) and expressive writing prompt (bottom) in online statistics lesson
writing prompt asking students to type in some sentences about their feelings
and thoughts (as shown at the bottom of Figure 20.2). On a subsequent trans-
fer test, the motivational design group outperformed the control group with an
effect size of d = 0.28. Importantly, the motivational design group also reported
less anxiety (d = –0.18) and greater self-efficacy (d = 0.30). In another study with
a motivation design group that included these and additional features intended
to improve self-efficacy based on Bandura’s (1997) theory of the sources of
self-efficacy, the motivational design group performed better on a transfer test
than the control group (d = 0.42), and also reported less anxiety (d = –0.45)
and greater self-efficacy (d = 0.44). Overall, this line of research points to the
potential of incorporating motivational features in multimedia lessons. Research
on the instructional features that prime motivational processes represents an
important direction for future research, because motivation is an important part
of a complete theory of multimedia learning.
As noted at the start of this chapter, research on multimedia learning has twin
goals: (1) the theoretical goal of constructing an evidence-based theory of how
people learn from words and graphics, and (2) a practical goal of discovering
evidence-based principles of how to design multimedia instructional messages.
Writing this third edition of Multimedia Learning has helped me see that much
progress has been made and has given me insights into what remains to be done.
Where should the field go from here? In this book, my focus is on systematizing
and disseminating our progress to date in achieving these goals, but in this section
I take the liberty of offering my vision for the future of research on multimedia
learning. In short, I foresee work aimed at determining what works, when it works,
and how it works.
What Works?
The 15 multimedia design principles highlighted in this book represent a systematic
review of what works (and what doesn’t work) in the design of multimedia instruc-
tional materials based on our 30 years of research. As summarized in Table 20.6, three
future directions involve replication, extension, and expansion of the principles.
First, concerning replication, there is a need to determine whether the effects
reported in this book can be replicated. In their landmark book, Scientific Research
in Education, Shavelson and Towne (2002, p. 70) list “Replicate and Generalize
Across Studies” as one of the six guiding principles for scientific inquiry in educa-
tion. Here is the case for replication (Shavelson & Towne, 2002, p. 70):
Although some journal editors and reviewers may seek to marginalize replication
studies, there is reason to argue that replication serves a crucial role, especially
given the current interest in what has been called the replication crisis (Maxwell,
Lau, & Howard, 2015) – the degree to which classic effects in psychology can be
replicated. In the case of multimedia learning, we get a much better picture of what
works in multimedia instructional design when there are enough studies investi-
gating the same effect to be able to conduct a meta-analysis. In short, there is no
substitute for a rich evidence base.
Second, concerning extension, most of the studies reported in this book are
short-term laboratory studies with immediate tests. It would be useful to know the
extent to which the effects reported in this book are observed when the lessons
are longer, administered in educational contexts, and/or subjected to delayed tests.
Most of the foundational studies in this field involved paper-based lessons, and
then were followed up with computer-based lessons such as narrated slideshows
or narrated animations. It would be useful to know the extent to which the effects
observed with these media apply to other media, such as interactive simulation
games, video, intelligent tutoring systems, immersive virtual reality, augmented
reality, and mobile technology. Most of the effects reported in this book involve a
small subset of topics mainly in the sciences. It would be useful to know the extent
to which the effects apply to other topics. Most of the studies reported in this
book involve beginning college students (with an average age of 18–19 years). It
would be useful to know the extent to which the observed effects extend to other
populations.
Table 20.7 Three directions for research on when multimedia learning design principles work
Direction Description Example
Which kinds of learners Do individual difference variables Does a principle hold for older and
moderate multimedia design younger learners?
effects?
Which kinds of materials Does the type of instructional topic Does a principle hold for lessons on
or objective moderate multimedia science principles and technical
design effects? procedures?
Under which conditions Does the instructional context or Does a principle hold in laboratory
environment moderate multimedia studies and classroom studies?
design effects?
Second, concerning the question of what works for which kinds of instructional
materials and objectives, most of the instructional materials examined in this book
involve a small set of scientific principles. For example, our work has examined
how people learn how various scientific systems work, such as pumps, brakes,
lightning, electric motors, electrical circuits, Doppler Effect, the human respiratory
system, the human circulatory system, and the human ear. Future work is needed
to determine whether the principles apply to other topics, kinds of knowledge, and
instructional objectives.
Third, concerning the question of what works under which conditions, we see
that the pace of the presentation can moderate multimedia design effects. For
example, in this book we see that the redundancy principle works well for fast-
paced lessons but not for slow-paced lessons or lessons under learner control.
Future research is needed to pinpoint the conditions and contexts that affect the
applicability of our multimedia design principles, including whether the effects
remain on delayed tests, when the lessons are presented in actual educational
contexts, and when the lesson lasts more than a few minutes.
is based on the idea that learning is a generative activity in the sense that learners
actively select important information from the lesson, mentally organize it into
a coherent structure, and integrate it with relevant prior knowledge. In order to
understand multimedia design, it is helpful to begin with a research-based theory
of how people learn from words and pictures.
My focus throughout the book has been on instructional methods (i.e., based
on the 15 multimedia design principles) and measures of learning outcome (i.e.,
performance on a transfer test). Instructional methods concern what was added
to a lesson (such as signaling or segmenting or conversational style). Learning
outcome measures are intended to tell us what was learned. An important step for
future research is to insert a focus on learning processes – cognitive, social, affec-
tive, and motivational processes during learning – between instructional methods
and learning outcomes. We want to know what is going on inside the learner’s
head during learning, and how that is related to the instructional method and the
learning outcome.
Five common techniques for measuring learning processes are self-report sur-
veys, data mining of learner behavior, eye-tracking monitoring, biometric moni-
toring, and brain activity monitoring. Self-report measures involve asking learners
to indicate their cognitive, affective, and motivational processes during learning,
usually by completing a rating scale after the lesson. For example, students given
motivational aids during learning from an online multimedia statistics lesson gave
higher ratings of self-efficacy and lower ratings of anxiety than students who were
not given the aids (Huang & Mayer, 2016, 2019). Self-report surveys are the most
commonly used measures because they are easy to administer and score. However,
their interpretation is problematic to the extent that people may not be able or
willing to retrospectively report on their mental state during learning. In short,
Table 20.8 Five ways to measure learning processes for research on how multimedia learning works
Measure Type Description
Self-report survey Subjective Construct scales based on surveys asking for ratings of agreement
to statements or multiple choice
Data mining Objective Construct metrics based on computer logs of time-stamped key
presses or based on smart-pen logs of time-stamped pen strokes
Eye tracking Objective Construct metrics based on the place and duration of eye-fixations
and transitions
Biometric monitoring Objective Construct metrics based on physiological activity such as
electrodermal activity and heart rate variability
Brain monitoring Objective Construct metrics based on brain activity such as electrical activity
measured with portable EEG technology
subjective measures – such as self-report surveys – may not be the most accurate
way to assess learning processes.
Let’s consider the potential of objective measures that have potential to contrib-
ute to our understanding of “how it works,” including data mining, eye-tracking,
biometric monitoring, and brain monitoring. Data mining involves trying to find
useful metrics in a large corpus of learner behavior during learning, such as log
files of every time-stamped key press during a computer-based tutoring episode.
For example, time spent looking at feedback may be an indication of effort or
time spent before selecting an answer may be an indication of depth of thinking.
As another example, Rawson, Stahovich, and Mayer (2017) used smart-pen tech-
nology to record every pen stroke that students in an engineering course made in
doing their homework assignments, in order to find the relation between certain
homework behaviors and course grades. Future research can use data mining of
student behavior during learning, such as key presses or pen strokes, to identify
diagnostic metrics of learning processes.
Eye-tracking was used in some of the studies reported in this book (e.g., Ponce
& Mayer, 2014a, 2014b), with a specific focus on duration of eye fixations on rel-
evant material and the number of transitions between corresponding parts of les-
sons, and their relation to transfer test score. Future research can expand its use of
eye-tracking during learning to pinpoint diagnostic metrics of learning processes
based on fixations and transitions.
Biometric monitoring includes the use of sensors for measuring electrodermal
activity (EDA), which involves the electrical conductance of the skin, and heart
rate (HR) and heart-rate variability (HRV), which involves the mean number of
heartbeats per time period and the variance in this measure, respectively. A chal-
lenge for future research is to determine which biometric measures best tap affec-
tive processes during learning, and how they are related to instructional features
and learning outcomes.
Brain monitoring involving portable electroenphalogram (EEG) technology was
used in a few of the studies reported in this book (e.g., Makransky, Borre-Gude,
& Mayer, in press; Makransky, Terkildsen, & Mayer, 2019), with a specific focus
on measures of cognitive load and distraction, and their relation to transfer test
score. Portable EEG technology is less intrusive than fMRI technology in which
learners have to lay still on their backs while in a confined and noisy enclosure. A
challenge for future research is to identify useful measures of cognitive processing
during learning that are related to instructional methods and learning outcome
measures.
Overall, future advances in theories of learning can be supported by more useful
measures of learning processes, including cognitive, social, affective, and motiva-
tional processes during learning. This allows us to better understand the mecha-
nism by which instructional methods affect learning outcomes.
Conclusion
SUGGESTED READINGS
Clark, R. C., & Mayer, R. E. (2016). e-Learning and the science of instruction (4th ed.). San
Francisco: Wiley.
Jenlink, P. M. (Ed.). (2019). Multimedia learning theory. Lanham, MD: Rowman and
Littlefield.
Mayer, R. E. (Ed.). (2014). The Cambridge handbook of multimedia learning (2nd ed.). New
York: Cambridge University Press.
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Clark, R. C., & Mayer, R. E. (2011). e-Learning and the science of instruction (2nd ed.). San
Francisco: Pfeiffer.
Clark, R. C., & Mayer, R. E. (2016). e-Learning and the science of instruction (3rd ed.). San
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