I'm pretty sure the player navigation buttons can't have a disabled state applied to them; only custom built buttons.
If you worried about possibly confusing the learner by allowing them to click on 'next' but not have anything happen, then you could add a layer that explains that they have to click on all items before proceeding and add a trigger to show this layer when the user clicks on 'next' if not all of the conditions to proceed are met?
Hi Antony, You are correct that is the current way of making this work. So I guess I should have add that maybe in the next release we have the option of setting the player btn states. This way with a disabled btn the learner knows right away that this screen is different. This would help with the learner experience.
3 Replies
Hi Bobby,
I'm pretty sure the player navigation buttons can't have a disabled state applied to them; only custom built buttons.
If you worried about possibly confusing the learner by allowing them to click on 'next' but not have anything happen, then you could add a layer that explains that they have to click on all items before proceeding and add a trigger to show this layer when the user clicks on 'next' if not all of the conditions to proceed are met?
Antony
Hi Antony, You are correct that is the current way of making this work. So I guess I should have add that maybe in the next release we have the option of setting the player btn states. This way with a disabled btn the learner knows right away that this screen is different. This would help with the learner experience.
B
Hi Bobby! It sounds like you would like the link for feature requests at this point.
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