Restricted mode and the NEXT button enabling when it shouldn’t

I found a work-around for this issue before posting this message, but I thought it would be good info for anybody that finds themselves in a similar situation.

I have a course that is in Restricted mode and uses only the NEXT button for navigation. No sidebar menu and no PREV button. This is with SL 360 using the Modern player.

With the idea of adding in the player’s PREV button, I ran into a hiccup with regards to player’s NEXT button becoming enabled when I don’t want it to be.

Certain slides have interactions that must be completed before we enable the NEXT button. That’s easy enough and works very well. Because we’re using the “Restricted” menu mode, we don’t have to add a trigger to disable the NEXT button when the timeline starts. We add a trigger to detect that all buttons’ states are visited, and then change NEXT to enabled.

My problem: Adding the PREV button, I’m able to navigate backward and forward to enable the NEXT button in a way that bypasses the conditional trigger logic:

  • I arrive on a new slide with an interaction. The NEXT button is appropriately disabled (we want learners to view all the information before advancing).
  • Before interacting with the slide, I press PREV to go back one slide.
  • On the previous slide, I then press NEXT to go back to the not-completed interaction slide.
  • At this point, the not-completed slide has its NEXT button enabled. One can then skip the interaction and move forward.

My assessment is that the “Restricted” mode’s logic is somehow altered or bypassed when arriving on the not-completed slide a 2nd time. Maybe because I navigated away from it, the player’s logic thing it has been completed and can have its NEXT button enabled…?

The menu is indeed set to Restricted, with the “Restrict Next / Previous buttons” checkbox checked.

I looked at the slide’s “When revisiting:” settings as well. I tend to leave this at the default “Automatically decide”, but I did try “Resume saved state” and “Reset to initial state” to test against, and neither had any effect on this issue.

Any thoughts or similar experiences?

I did try explicitly setting the NEXT btn to disabled when the timeline starts with a trigger. That works to solve my problem above. But… if you ever navigate back to this slide after completing it, NEXT is still disabled (based on the new trigger added), and my “enable NEXT when all buttons visited” doesn’t seem to detect this (despite the fact that all buttons are still showing their visited states when revisiting the slide). The slide gets locked up L.

UPDATE: While trying things out as I typed this message, I eventually found a trigger work-around, for anybody that’s interested. It's simple. I just didn't think I'd need ot jump through trigger hoops with the "Restricted" mode like this.

  • Menu in restricted mode (which I originally thought would handle this all by itself)
  • Add trigger: Change the state of the NEXT button to disabled when the timeline starts. This prevents my problem above where NEXT becomes enabled when I don't think it should.
  • Add trigger: Change the state of the NEXT button to enabled when the timeline starts + [all relevant buttons’ states are equal to Visited] (in my case, it’s 3-6 buttons, depending). This logic runs when revisiting the slide, ensuring that a fully-visited/completed interaction of this type gets the player's button to become properly enabled.

 

5 Replies
Scott L

Although I see that a post (with a good question) from another in this message thread has been removed, here are additional pieces to help others in a similar situation.

Button state triggers

Attached is a Storyline 360 demo of this working.

We need two similar-but-different triggers for "when the timeline starts" as well as 1 trigger to do the "real-time" checking of button states (which is after the timeline starts).

This can be used for menus set in the Free or Restricted modes.