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User Interface and Controls

Summary

This chapter covers user interaction levels, control widgets, and layout patterns for MicroSim interfaces. You'll learn about interaction levels from passive viewing through high interaction, and the various user controls including sliders, buttons, dropdowns, checkboxes, radio buttons, text inputs, and color pickers. The chapter also covers layout types including fixed, two-panel, and three-panel layouts, as well as color scheme considerations. After completing this chapter, students will be able to design effective user interfaces for MicroSims.

Concepts Covered

This chapter covers the following 18 concepts from the learning graph:

  1. Interaction Level
  2. Passive Viewing
  3. Low Interaction
  4. High Interaction
  5. User Controls
  6. Slider Control
  7. Button Control
  8. Start-Pause Button
  9. Range Slider
  10. Dropdown Select
  11. Multi Select
  12. Checkbox Control
  13. Radio Button
  14. Text Input
  15. Color Picker
  16. Layout Types
  17. Fixed Layout
  18. Two Panel Layout
  19. Three Panel Layout
  20. Color Scheme

Prerequisites

This chapter builds on concepts from:


Why Interface Design Is Your Superpower

You've created an amazing simulation with perfect physics, beautiful visuals, and sound pedagogy. But students open it and immediately ask: "What do I do?" They can't find the controls. They don't know what's clickable. They accidentally reset their work. Frustration mounts. Learning plummets.

Sound familiar? This is what happens when brilliant content meets poor interface design. The content itself might be perfect, but the interface stands between students and learning.

Great interface design is invisible—users don't notice it because everything just works. Poor interface design is painfully visible—users constantly fight it instead of learning. Your goal is invisibility.

This is where interface design becomes your superpower. When you master interaction levels, control widgets, and layout patterns, your MicroSims become intuitive. Students focus on the physics, not the controls. Teachers recommend your work because "students just get it."

Let's design some interfaces!


Interaction Levels: How Much Control?

Interaction level describes how much user control a MicroSim provides, ranging from passive viewing (no control) to high interaction (extensive control).

The Interaction Spectrum

Level User Role Example
Passive Viewing Watch only Auto-playing animation
Low Interaction Minimal control Play/pause, hover for info
Medium Interaction Some parameters A few sliders, presets
High Interaction Full control Many parameters, custom scenarios

Choosing the Right Level

Learning Goal Appropriate Level
Introduction/overview Passive or low
Concept demonstration Low to medium
Guided exploration Medium
Free experimentation High
Assessment/practice Varies by task

Passive Viewing

Passive viewing means the user watches without input. The MicroSim runs automatically or follows a scripted sequence.

When passive works:

  • Initial concept introduction
  • Showing a complete process
  • When interaction would distract
  • Background demonstrations

When passive fails:

  • When exploration aids understanding
  • When individual pacing matters
  • When discovery is the goal
  • For extended learning sessions

Even "passive" MicroSims should include:

  • Play/pause control (at minimum)
  • Restart option
  • Speed control if timing matters

Low Interaction

Low interaction provides minimal controls—typically play/pause, reset, and perhaps hover for details.

Characteristics:

  • 1-3 controls maximum
  • Simple, obvious actions
  • No parameter adjustment
  • Focus stays on content

Best for:

  • Beginners to a topic
  • Short attention spans
  • Clear learning paths
  • Demonstrations with optional pausing

High Interaction

High interaction gives users extensive control over parameters, modes, and scenarios.

Characteristics:

  • Multiple adjustable parameters
  • Mode switches or scenarios
  • Data input capabilities
  • Custom configurations
  • Often includes reset and save

Best for:

  • Deep exploration
  • What-if analysis
  • Advanced learners
  • Open-ended investigation
  • Research and experimentation

Caution: High interaction increases cognitive load. Use progressive disclosure to prevent overwhelm.

Diagram: Interaction Level Spectrum

Interaction Level Spectrum Visualization

Type: infographic

Bloom Level: Understand (L2) Bloom Verb: classify

Learning Objective: Students will classify MicroSims by interaction level by examining examples along a spectrum from passive to highly interactive.

Layout: Horizontal spectrum with example MicroSims positioned

Visual elements: - Horizontal gradient bar from blue (passive) to green (high interaction) - Spectrum labels: Passive → Low → Medium → High - Example MicroSim thumbnails positioned on spectrum: - Passive: Auto-playing cell division animation - Low: Pendulum with play/pause only - Medium: Pendulum with length slider - High: Full physics simulator with many parameters - Callout boxes describing characteristics of each level - Control icons showing what controls each level includes

Interactive elements: - Click any example to see detailed description - Drag examples to test your classification - Toggle: "Show control panels" (reveals interface for each) - Quiz mode: Position new examples on spectrum

Spectrum detail:

Passive (Left): - Icon: Play button only - Controls: None or auto-play - User role: Observer - Example: "Watch cell division"

Low (Left-center): - Icon: Play + Restart - Controls: Play/pause, reset, hover - User role: Controller - Example: "Play/pause the pendulum"

Medium (Center-right): - Icon: Play + 2-3 sliders - Controls: Few parameters, presets - User role: Explorer - Example: "Adjust pendulum length"

High (Right): - Icon: Many controls - Controls: Many parameters, modes - User role: Experimenter - Example: "Full pendulum lab"

Color scheme: - Passive: Blue - Low: Light blue - Medium: Green - High: Dark green - Examples: White cards with colored borders

Implementation: p5.js with draggable classification


User Controls: The Interface Toolkit

User controls are the interactive elements that let users adjust parameters and trigger actions. Each control type has strengths and appropriate use cases.

The Control Toolkit

Control Best For Example Use
Slider Continuous values Pendulum length (0.1-2.0m)
Button Discrete actions Start, Reset, Export
Dropdown One of many options Select planet gravity
Checkbox On/off toggles Show velocity vectors
Radio buttons One of few options Select mode: A, B, or C
Text input Precise values Enter exact mass value
Color picker Color selection Choose background color
Range slider Value range Filter results 10-50

Slider Control: Continuous Adjustment

Sliders let users adjust continuous values by dragging along a track. They're the most common MicroSim control because many parameters vary continuously.

Slider Anatomy

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      Label: Pendulum Length
      ├────────────●─────────┤
      0.1m                  2.0m
                Current: 1.2m

Components:

  • Label: What this controls
  • Track: The draggable range
  • Thumb/handle: Current position
  • Min/max labels: Range endpoints
  • Current value display: Shows exact current value

Slider Design Principles

Appropriate range: Don't include impossible values

  • ✓ Pendulum length: 0.1m to 2.0m (realistic)
  • ✗ Pendulum length: 0 to 100m (includes impossible values)

Sensible defaults: Start with educational values

  • Not too extreme (edge cases are confusing)
  • Not arbitrary (pick meaningful defaults)
  • Often a "standard" or "canonical" case

Appropriate step size: Match precision needs

  • Temperature: 1° steps (fine enough)
  • Probability: 0.01 steps (percentages)
  • Discrete counts: 1 step (integers only)

Real-time feedback: Update visualization immediately

  • User drags → display updates instantly
  • No "Apply" button needed for exploration
  • Responsive feel encourages experimentation

Range Slider: Selecting Intervals

A range slider selects a range (min and max) rather than a single value. It has two handles.

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      Price Range
      ├───●──────────────●───┤
      $0                    $100
           $20        $75

Use cases:

  • Filter results by range
  • Select time intervals
  • Define boundaries
  • Set minimum and maximum thresholds

Button Control: Discrete Actions

Buttons trigger discrete actions—things that happen once when clicked, not continuous adjustments.

Button Types

Button Type Purpose Example
Action Do something now "Start Simulation"
Toggle Switch between states "Play/Pause"
Reset Return to initial state "Reset"
Navigation Move somewhere "Next Step"
Confirmation Confirm intent "Apply Changes"

The Start-Pause Button

The start-pause button is essential for any animated MicroSim. It toggles between running and paused states.

Design patterns:

Pattern Icon (Running) Icon (Paused) Pros
Toggle icon ⏸ Pause ▶ Play Clear state indication
Static icon ▶ (always) ▶ (always) Simpler, less clear
Text toggle "Pause" "Play" Explicit, uses more space

Best practice: Toggle the icon to show what will happen when clicked, not current state. When running, show pause icon (clicking will pause). When paused, show play icon (clicking will play).

Button Design Principles

Clear labeling: Say what happens

  • ✓ "Reset Simulation"
  • ✗ "Go" (ambiguous)

Obvious clickability: Look like buttons

  • Raised/bordered appearance
  • Hover effects
  • Cursor changes

Consistent placement: Same position across MicroSims

  • Transport controls (play/pause) often bottom or top
  • Reset often near other controls
  • Dangerous actions (clear all) isolated or confirmed

Appropriate prominence: Important buttons stand out

  • Primary actions: Large, colored
  • Secondary actions: Smaller, muted
  • Dangerous actions: Red, with confirmation

Diagram: Button State Design

Button State Design Patterns

Type: diagram

Bloom Level: Remember (L1) Bloom Verb: identify

Learning Objective: Students will identify the different states of interactive buttons by examining visual changes across normal, hover, active, and disabled states.

Layout: Grid showing button types and their states

Visual elements: - 4 rows (button types): Primary, Secondary, Toggle, Destructive - 4 columns (states): Normal, Hover, Active/Pressed, Disabled - Each cell shows button appearance in that state - Annotations explaining visual changes

Button type rows:

Primary Button (Blue): - Normal: Blue background, white text - Hover: Darker blue, slight lift shadow - Active: Even darker, pressed appearance - Disabled: Gray background, low opacity

Secondary Button (Outlined): - Normal: White background, blue border - Hover: Light blue fill - Active: Darker blue fill - Disabled: Gray border, faded

Toggle Button (Play/Pause): - Normal (paused): Play icon, blue - Normal (playing): Pause icon, blue - Hover: Darker shade - Disabled: Gray

Destructive Button (Red): - Normal: Red background - Hover: Darker red - Active: Very dark red - Disabled: Gray

Interactive elements: - Hover over cells to see state change - Click to see active state - Toggle: "Show focus states" (accessibility) - Annotations appear on hover

Color scheme: - Primary: Blue (#3498db) - Secondary: White with blue border - Destructive: Red (#e74c3c) - Disabled: Gray (#95a5a6) - Hover states: 15% darker - Active states: 25% darker

Implementation: p5.js with interactive state demonstration


Dropdowns (select menus) let users choose one option from a list. They're space-efficient for many options.

When to Use Dropdowns

Scenario Use Dropdown?
2-3 options No—use radio buttons
4-12 options Yes—ideal range
13+ options Yes, with search/filter
Common option used 90%+ of time Maybe—consider default with "change" option

Clear labeling: What are you selecting?

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  Gravitational Setting: [Earth (9.8 m/s²) ▼]

Logical ordering: Make options findable

  • Alphabetical for long lists
  • Frequency for common selections
  • Logical sequence (e.g., small to large)

Include current value: Show what's selected

Accessible sizing: Large enough to tap on mobile

Multi Select: Choosing Several

Multi select allows selecting multiple options from a list. Uses checkboxes within dropdown or tags interface.

Use cases:

  • Select multiple subjects
  • Choose visible layers
  • Pick several filters simultaneously

Checkbox Control: Boolean Toggles

Checkboxes control on/off, show/hide, or true/false settings. Each checkbox is independent.

Checkbox Use Cases

Use Case Example
Show/hide elements ☑ Show velocity vectors
Enable/disable features ☑ Enable sound effects
Filter options ☑ Include archived items
Agreement/confirmation ☑ I understand the risks

Checkbox Design Principles

Clear labels: Describe the "on" state

  • ✓ "Show grid lines"
  • ✗ "Grid" (unclear what happens)

Positive framing: Checking should enable/show

  • ✓ "Show labels" (check to show)
  • ✗ "Hide labels" (confusing—check to hide?)

Group related checkboxes: Visual clustering aids scanning

Immediate effect: Changes apply without "Submit"


Radio Button: Exclusive Choices

Radio buttons let users select exactly one option from a group. Selecting one deselects others.

Radio Button vs. Dropdown

Factor Radio Buttons Dropdown
Options visible All visible at once Only selected visible
Space needed More (all shown) Less (collapsed)
Number of options 2-5 ideal 4+ ideal
Speed of selection One click Two clicks

Radio Button Use Cases

Scenario Example
Mode selection ◉ Explore Mode ○ Quiz Mode
Speed presets ○ Slow ◉ Normal ○ Fast
View options ○ Graph ◉ Table ○ Both
Difficulty levels ○ Easy ◉ Medium ○ Hard

Radio Button Design Principles

Always show all options: Unlike dropdowns, radio buttons display every choice

Default selection: One option should start selected

Logical grouping: Related options together

Clear differentiation: Options should be distinct, not overlapping


Text Input: Precise Values

Text input fields accept typed values—for when sliders aren't precise enough or values need exact specification.

When to Use Text Input

Scenario Appropriate?
Precise numerical value needed Yes
Value might be copied/pasted Yes
Range is very large Yes
User comfort with typing Yes
Quick exploration is goal No—use slider
Avoiding typos is critical No—use constrained controls

Text Input Design Principles

Validate input: Check for valid values

  • Number inputs: Reject letters
  • Range validation: Flag out-of-bounds
  • Format hints: Show expected format

Provide feedback: Show validation status

  • Green border: Valid
  • Red border: Invalid
  • Error message: What's wrong

Connect to visualization: Update on valid input

Include units: Show expected units

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  Mass: [2.5] kg    ← Clear unit label

Color Picker: Visual Selection

Color pickers let users select colors for customization, visualization mapping, or aesthetic preferences.

Color Picker Use Cases

Scenario Example
Customization Choose background color
Object identification Pick color for my pendulum
Data mapping Select color scale
Accessibility High contrast mode

Color Picker Design

Common patterns:

  • Native picker: Browser's built-in color selector
  • Preset palette: Grid of predefined colors
  • Spectrum picker: Full color space selection
  • Named colors: Dropdown of color names

For educational MicroSims: Preset palettes usually suffice. Full spectrum pickers add complexity without learning benefit.


Layout Types: Organizing the Interface

Layout determines how controls and visualization areas are arranged. Good layout makes interfaces intuitive; poor layout creates confusion.

The Three Standard Layouts

Layout Structure Best For
Fixed Single area, no panels Simple visualizations
Two-panel Visualization + Controls Most MicroSims
Three-panel Viz + Controls + Info Complex simulations

Fixed Layout

Fixed layout uses a single area with minimal structure. Controls may overlay the visualization or sit below.

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┌────────────────────────────┐
│                            │
│      VISUALIZATION         │
│                            │
│    [Play] [Reset]          │
│                            │
└────────────────────────────┘

Characteristics:

  • Simple, uncluttered
  • Controls minimal or overlaid
  • Works for low-interaction MicroSims
  • Maximum space for visualization

Best for:

  • Animations with few controls
  • Demonstrations
  • Mobile-first designs
  • Passive or low-interaction levels

Two-Panel Layout

Two-panel layout separates visualization from controls. Most common MicroSim layout.

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┌────────────────────┬───────────┐
│                    │ Controls  │
│   VISUALIZATION    │           │
│                    │ [Slider]  │
│                    │ [Slider]  │
│                    │ [Button]  │
└────────────────────┴───────────┘

Variations:

  • Controls on right (most common)
  • Controls on left
  • Controls below
  • Controls above

Characteristics:

  • Clear separation of view and control
  • Scales well with more controls
  • Works for medium interaction
  • Controls always visible

Best for:

  • Parameter exploration
  • Most simulations
  • Teaching interfaces
  • Medium-interaction levels

Three-Panel Layout

Three-panel layout adds an information/output area separate from controls and visualization.

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┌────────────────────┬───────────┐
│                    │ Controls  │
│   VISUALIZATION    ├───────────┤
│                    │ Info/     │
│                    │ Output    │
└────────────────────┴───────────┘

The third panel shows:

  • Calculated values
  • Status information
  • Data tables
  • Instructions or guidance
  • Feedback messages

Best for:

  • Complex simulations
  • When output data matters
  • Teaching with explicit feedback
  • High-interaction levels
MicroSim Layout Pattern Gallery

Type: infographic

Bloom Level: Apply (L3) Bloom Verb: select

Learning Objective: Students will select appropriate layout patterns for different MicroSim scenarios by examining layout options and matching them to requirements.

Layout: Three-column gallery with interactive examples

Visual elements: - Three columns for Fixed, Two-Panel, Three-Panel - Each column shows: - Layout diagram (schematic) - Live mini-example (functional) - Pros and cons list - "Best for" summary - Comparison table below

Column content:

Fixed Layout: - Diagram: Single rectangle - Mini-example: Simple pendulum animation with overlay controls - Pros: Maximum viz space, simple, mobile-friendly - Cons: Limited controls, overlay can obscure - Best for: Animations, demos, passive viewing

Two-Panel Layout: - Diagram: Large left rectangle + narrow right rectangle - Mini-example: Pendulum with control sidebar - Pros: Clear separation, scalable controls, always visible - Cons: Uses horizontal space, less viz area - Best for: Most simulations, exploration, medium interaction

Three-Panel Layout: - Diagram: Large left + narrow right (split top/bottom) - Mini-example: Full pendulum lab with data output - Pros: Dedicated info area, rich feedback, comprehensive - Cons: Complex, crowded on small screens - Best for: Complex labs, high interaction, data-rich

Interactive elements: - Click any layout to see full-size example - Toggle: "Show on mobile" (responsive behavior) - Match quiz: Given scenario, pick best layout - Resize demo: See how layouts adapt

Comparison table: | Aspect | Fixed | Two-Panel | Three-Panel | |--------|-------|-----------|-------------| | Viz space | Maximum | Good | Less | | Control capacity | Minimal | Medium | High | | Info display | Overlay | Limited | Dedicated | | Mobile-friendly | Best | Good | Challenging | | Complexity | Low | Medium | High |

Color scheme: - Visualization area: Blue - Control area: Green - Info area: Orange - Inactive: Gray

Implementation: p5.js with switchable layouts and mini-examples


Color Scheme: Visual Harmony

Color scheme affects usability, aesthetics, and accessibility. Thoughtful color choices enhance learning; poor choices distract or exclude.

Color Scheme Functions

Function How Color Helps
Grouping Same color = related elements
Emphasis Bright/contrasting = important
Status Red = error, green = success
Hierarchy Darker = primary, lighter = secondary
Aesthetics Pleasing colors = positive experience

Choosing a Color Palette

Start with brand/context colors if any exist. Otherwise:

  1. Pick a primary color: Main action/emphasis color
  2. Choose 1-2 accent colors: Secondary emphasis
  3. Define neutrals: Backgrounds, text, borders
  4. Add semantic colors: Success, error, warning

Semantic Color Conventions

Meaning Typical Color Use
Success Green Correct answer, success message
Error Red Wrong answer, error message
Warning Yellow/Orange Caution, partial
Information Blue Neutral info, hints
Disabled Gray Unavailable options

Accessibility Considerations

Issue Solution
Color blindness Don't rely on color alone; add icons/text
Low contrast Ensure 4.5:1 text contrast ratio
Busy backgrounds Use solid backgrounds for text
Too many colors Limit palette to 5-7 colors

Dark Mode Support

Consider supporting both light and dark color schemes:

Element Light Mode Dark Mode
Background White/light gray Dark gray/black
Text Dark gray/black White/light gray
Primary Saturated blue Lighter blue
Borders Light gray Dark gray

Test with Simulation Tools

Use browser developer tools or online simulators to check how your colors appear to color-blind users. What's obvious to you might be invisible to others.


Responsive Design: Adapting to Devices

MicroSims should work across devices—from large monitors to tablets to phones. This requires responsive design.

Responsive Strategies

Strategy How It Works
Fluid sizing Elements resize with window
Breakpoints Different layouts at different widths
Stacking Side-by-side becomes vertical on narrow
Hiding Less important elements hidden on small
Touch optimization Larger targets on touch devices

MicroSim Responsive Patterns

Common adaptations for narrow screens:

Desktop Mobile
Two-panel side-by-side Stacked (viz above controls)
Small buttons Large touch targets
Hover tooltips Tap-to-reveal info
Many controls visible Progressive disclosure
Mouse dragging Touch dragging

Touch Considerations

Mouse Touch Equivalent
Hover Tap and hold
Click Tap
Drag Swipe/drag
Scroll wheel Pinch zoom
Right-click Long press

Touch-friendly design:

  • Minimum 44×44 pixel touch targets
  • Spacing between targets
  • No hover-only information (provide alternatives)
  • Gestures that don't conflict with browser

Control Organization: Grouping and Hierarchy

When MicroSims have many controls, organization becomes critical. Users should find what they need quickly.

Grouping Strategies

Strategy How It Helps
Spatial grouping Related controls near each other
Visual borders Boxes or dividers separate groups
Labeled sections Headers identify control groups
Tabs Different groups on different tabs
Accordions Expandable sections hide complexity

Example: Organized Control Panel

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┌─ Pendulum Properties ─────────┐
│ Length    ├────●────┤  1.5m  │
│ Mass      ├──●──────┤  0.5kg │
└───────────────────────────────┘

┌─ Environment ─────────────────┐
│ Gravity   [Earth (9.8)    ▼]  │
│ ☑ Show air resistance         │
└───────────────────────────────┘

┌─ Display Options ─────────────┐
│ ☑ Show velocity vector        │
│ ☐ Show acceleration vector    │
│ ☐ Show energy graph           │
└───────────────────────────────┘

     [▶ Start]    [↺ Reset]

Organization principles applied:

  • Related controls grouped (Pendulum, Environment, Display)
  • Section headers identify groups
  • Most-used controls first
  • Action buttons at bottom

Control Hierarchy

Primary controls: Always visible, most-used

  • Start/pause, main parameters

Secondary controls: Visible but less prominent

  • Additional parameters, display options

Tertiary controls: Hidden until needed

  • Advanced settings, export options

Use progressive disclosure: Start simple, reveal more on request.


Labels and Instructions

Good labels and instructions reduce confusion and cognitive load.

Label Design Principles

Be specific: Say exactly what it controls

  • ✓ "Pendulum Length (m)"
  • ✗ "Length"

Include units: Prevent conversion confusion

  • ✓ "Mass: 2.5 kg"
  • ✗ "Mass: 2.5"

Use standard terms: Match domain vocabulary

  • ✓ "Period" (physics term)
  • ✗ "Swing time" (informal)

Abbreviate carefully: Only well-known abbreviations

  • ✓ "kg" for kilogram
  • ✗ "pen. len." for pendulum length

Instruction Placement

Type Placement Example
Overall purpose Top of MicroSim "Explore how pendulum length affects period"
Control instructions Near control "Drag slider to adjust"
Tooltips On hover/tap "Length of pendulum string in meters"
Guided steps Prominent panel "Step 1: Set length to 1m"
Help panel Expandable section Detailed instructions if needed

Error Messages

When users make errors (invalid input, impossible values):

Be helpful, not scolding:

  • ✓ "Please enter a value between 0 and 10"
  • ✗ "Invalid input!"

Be specific about what's wrong:

  • ✓ "Mass must be positive (you entered -5)"
  • ✗ "Value error"

Suggest correction:

  • ✓ "Try a value like 2.5"
  • ✗ "Fix your input"

Key Takeaways

  1. Interaction level ranges from passive viewing through high interaction—choose based on learning goal and audience

  2. Low interaction focuses attention on content; high interaction enables exploration but increases cognitive load

  3. Sliders are ideal for continuous parameters—ensure sensible range, step size, and real-time feedback

  4. Buttons trigger discrete actions—use clear labels and appropriate visual prominence

  5. Start-pause buttons should show what will happen when clicked, not current state

  6. Dropdowns work for 4+ options; use radio buttons for 2-3 mutually exclusive choices

  7. Checkboxes control independent on/off settings; label with the "on" state positively

  8. Text inputs provide precision but require validation and clear error handling

  9. Fixed layout maximizes visualization space; two-panel is the workhorse; three-panel handles complex data output

  10. Color schemes should use semantic colors consistently (red=error, green=success) and ensure accessibility

  11. Responsive design adapts layouts for different devices—stack panels and enlarge touch targets on mobile

  12. Group related controls with visual organization and clear section headers

  13. Labels should be specific, include units, and use domain-appropriate terminology


What's Next?

You now understand how to design intuitive MicroSim interfaces—choosing appropriate interaction levels, selecting the right controls, organizing layouts, and using color effectively. Good interface design makes the technology invisible so learning can shine.

In the next chapter, we'll explore Technical Implementation:

  • JavaScript libraries for MicroSim development
  • Responsive design techniques
  • Accessibility requirements
  • Performance optimization

The interface design principles you've learned here will be implemented through specific technologies and best practices.


Ready to build? Continue to Chapter 14: Technical Implementation.