SHIFT's eLearning Blog

Our blog provides the best practices, tips, and inspiration for corporate training, instructional design, eLearning and mLearning.

To visit the Spanish blog, click here
    All Posts

    The Unwritten Rules of Attention-Getting eLearning Design

    ATTENTIONGetting a learner’s attention is a holy grail among instructional designers and learning professionals. Attention, after all, is key to controlling the amount of time necessary to maintain information in “working memory.” In short, attention directs the outcome of learning.

    Attention, however, isn’t as simple as you think it is. There are many factors that influence it; motivation and anxiety to name a few. There is, more importantly, a complex scientific process behind it. A part of the brain, for instance, focuses attention, it acts as a filter that sorts out important from unimportant information. It’s called the Reticular Activating System (RAS).

    Here are some attention-specific guidelines to help you get started:

    Rule #1: Offer Something New or Different, and People Will Pay Attention

    Neuroscientists say the brain pays more attention to what’s new or different. It's natural for us to get curious about something new, foreign, weird, unpredictable or different. That’s because our brain is hardwired for it. It ignores anything that's predictable, repetitive, old or just plain boring.

    You can easily attract your learners' attention or provoke their curiosity by introducing novelty. The new and unfamiliar can motivate learners as they encounter something different than expected. 

    Use fresh examples. Surprise them with new data or present a scenario that’s completely unpredictable. Look for unconventional stories where content could apply. Or, engage students through games and simulations that require learners to apply the information in unfamiliar contexts.  

    Rule #2: The Zero Second Rule

    This “zero second rule,” states that people make immediate, subconscious judgments to cement their perspectives. It’s the same rule behind “instant attention.” When learners, for instance, decide that your cluttered screen presents too much challenge, they will naturally avoid it in a few seconds. No questions asked.

    There are at least two lessons here. One, don’t let a cluttered interface or messy layout blow away a learner’s attention. Two, for best results, you need to act fast when grabbing attention. 

    Rule #3: Understand that People Read Differently On Screen

    Experts agree that we read differently on a computer screen. Many of them would even argue that we don’t read but scan. But let’s forget about verbs and talk about the how instead. How do people read on screen? The answer will guide you in planning the design. It will help you strategically place important elements on screen so that they get the most attention from learners.

    In 2007, the Poynter Institute released the “Eyetracking the News” study. Its findings still apply today. It revealed, among others, that you can grab attention through navigational or directional tools, graphics or photos and headlines. But you can only do so in a fraction of a second to a few seconds. Why? Because people scan first before they decide to read. They look at the most important parts, check which is worth reading and then make a decision. Will they stay or switch off? Make it easier for learners to stay and focus. Here's how:

    • Present an idea as simple as possible. It should be easily digestible or understandable.
    • Start with the most important things first. Assume that your readers has less than five minutes.
    • Break your content into small chunks. Don’t break just for the sake of “breaking.” Break for the sake of helping learners better understand your content.

    Rule #4: The Brain Pays More Attention to Things in Contrast to Other Things

    Are there any elements here that are in contrast to things that came before? The human brain asks this question on a regular basis. Its hardwired to look for contrast as if its survival depends on it. Truth is the brain will always pay more attention to things in contrast to other things.

    Dr. John Medina, a developmental molecular biologist known for his book Brain Rules, said: "We pay lots of attention to color. We pay lots of attention to orientation. We pay lots of attention to size."

    Let's say you're writing a shopping list of ten items. Nine items are written in blue and the remaining one is written in red. If you're asked to memorize the list, which item do you think you'll remember best? The red one definitely, that's no-brainer. That's contrast at work.

    Pay attention to your own eLearning material and make sure to incorporate the element of contrast. Start with color and size:

    • Use large fonts for headlines. Bold or italicize other content you want to stand out.
    • Use a different color for emphasis or content you wish to distinguish.

    Rule #5: People Will Want More If You Make Them To

    Knowing how to make people want more is a very powerful weapon in advertising. But you can also use it to help people achieve their learning goals or improve their learning outcomes.

    You can make learners want more by using some tried and tested methods. Here's a few:

    1. Reveal short, easily digestible piece of information at a time. These "teasers" will show learners that there is more of it they might be interested in.
    2. Use the element of surprise. Grab their attention by introducing something unpredictable and generating a sense of anticipation.

    By following these five basic rules, you’ll keep learner's attention where it belongs: on your information.

    eLearning free ebook

    Click me
    Karla Gutierrez
    Karla Gutierrez
    Karla is an Inbound Marketer @Aura Interactiva, the developers of SHIFT. ES:Karla is an Inbound Marketer @Aura Interactiva, the developers of SHIFT.

    Related Posts

    The Ultimate Game Level: Why Adaptive Learning Software Beats a Static Leaderboard

    Let’s rip the band-aid off: Leaderboards are the "participation trophies" of corporate training. Sure, they work for the top 5% of your hyper-competitive salespeople. But for the other 95% of your workforce? A leaderboard isn't motivating. It’s a public reminder that they are "losing." Once an employee realizes they can’t crack the Top 10, they check out. Game over. If you want to create a true addiction to learning, the kind that keeps gamers glued to screens for hours, you don’t need a scoreboard. You need Flow. Video games are addictive because they adapt to the player. Level 1 is easy. Level 50 is brutal. If the game stayed at "Level 1" difficulty forever, you’d get bored and quit. If it started at "Level 50," you’d get frustrated and quit. This is where traditional eLearning fails, and where adaptive learning software changes the game entirely.

    How the Hook Model Turns Gamification into High-Performance Habits

    We all know the feeling: You open an app "just for a second," and suddenly 20 minutes have passed. You were engaged, focused, and maybe even enjoying yourself. Now, imagine if your employees felt that way about your corporate gamification strategy. For too long, L&D has treated gamification as a visual layer, slapping a leaderboard on a PDF and calling it a day. But true gamification isn’t about points; it’s about psychology. It’s about creating a "Learning Loop" that feels natural, rewarding, and yes, habit-forming. To move beyond superficial badges, we need to look at the engine behind the world’s most engaging apps: Nir Eyal’s Hook Model. Here is how you can use this 4-step framework to build a gamification strategy that drives real performance.

    Why Badges Don't Work: The Psychology of Addictive Corporate Training

    Let’s be honest: Your top sales executive doesn’t care about a digital "Gold Star" for finishing a compliance video. They don’t want a "Subject Matter Ninja" badge for clicking Next fifty times. If your corporate gamification strategy relies entirely on leaderboards and stickers, you aren't gamifying learning—you’re patronizing your workforce. For years, the L&D industry has confused "gamification" with "decoration." We took boring, static slides and plastered points on top of them, expecting engagement numbers to skyrocket. Instead, we got employees who click through content just to make the notifications stop. To fix engagement, we must stop designing for children and start designing for the adult brain.