π Lesson 8: Interactions, States & Widgets
A course that just scrolls is a document with extra steps. In this lesson you'll make things respond: buttons that light up when hovered, content that appears when a learner asks for it, and ready-made widgets like accordions and tabs. Best part β it's all visual logic. You point, you choose, you preview. No code.
π What You'll Learn
By the end of this lesson, you will be able to:
- Explain what object states are (Normal, Hover, Visited, Selected, Disabled) and why they make a course feel alive
- Build a simple interaction β an "on click, show this" click-to-reveal β with no code All-New
- Drop in widgets / interactive components like accordions and tabs to organize content
- Decide when interactivity helps learning and when it's just noise
- Know where deeper branching logic lives (a preview of Classic's variables and conditional actions)
β±οΈ Estimated Time: 40 minutes
π― Project: Add a styled button with hover and visited states, plus one click-to-reveal interaction, to the responsive course you started in Part 2. Trial / Paid
In This Lesson
Why Interactivity Matters
Think about the last time you actually learned something online versus the last time you just clicked "Next" until a course let you go. The difference is almost always interaction. When a learner does something β reveals an answer, chooses a path, drags a label into place β their brain switches from passive skim to active work. That's not a nice-to-have. Doing is how adults remember.
Up to now your course has been well-designed and responsive, but it's mostly one-directional: you present, the learner reads. This lesson adds the second half of the conversation β the learner acting, and the course responding. In the all-new Adobe Captivate All-New you build that response out of three ideas that stack neatly on top of each other:
how one object looks
in different situations"] --> B["β‘ Interactions
on click, do something"] B --> C["π§© Widgets
ready-made interactive
components"] C --> D["π A course that
feels alive"] style A fill:#bfdbfe,color:#1e293b style B fill:#c7d2fe,color:#1e293b style C fill:#fde68a,color:#1e293b style D fill:#bbf7d0,color:#1e293b
Figure 1 β Three layers of interactivity that build on each other: states, interactions, then widgets.
π§ Mindset
If "interactivity" sounds like programming, breathe easy. In the all-new Captivate you're not writing code β you're describing behavior in plain terms: "when this button is clicked, show that panel." It's the same everyday logic you already use when you say "if it rains, bring an umbrella." You've been doing logic your whole life; you just haven't done it in Captivate yet.
States: One Object, Many Looks
A state is simply how an object looks (and behaves) in a particular situation. The same button can wear several outfits: one for resting, one for when the mouse hovers over it, one for after it's been clicked. You design each look once, and Captivate swaps between them automatically as the learner interacts. It's the difference between a flat picture of a button and something that clearly invites a click.
Here are the states you'll meet most often on buttons and interactive components:
| State | When it shows | Good use |
|---|---|---|
| Normal | The default, resting look | Your base design β clear, readable, obviously clickable |
| Hover (Rollover) | The pointer is over the object | A subtle color or shadow shift that says "yes, this is a button" |
| Visited | After the learner has clicked it | Show progress β a checkmark or dimmed look so people know what they've done |
| Selected | The object is the currently chosen one | Highlight the active tab, the picked answer, the current step |
| Disabled | The object isn't available yet | Grey out "Next" until a learner finishes the required activity |
The exact list Captivate offers can vary by component and by version β Adobe adds and renames things β so treat the table as the reliable shape and check what states your selected component actually exposes in its Visual Properties. In the mock below, notice the small state chips: those are how you switch which look you're editing.
NormalHoverVisitedSelectedDisabled
Figure 2 β All-new Captivate (a simplified mock-up, not a real screenshot): switching a button's state chips to design each look β here the Hover state is being edited.
π‘ A little goes a long way. You don't need a wild animation on every state. A button that just darkens slightly on hover and shows a checkmark once visited already feels dramatically more responsive than a flat rectangle. Restraint reads as polish.
β Why states beat "just a picture"
States give learners feedback β the quiet signals that tell them a thing is clickable, that their click registered, and what they've already done. Feedback is what makes software feel trustworthy instead of confusing. You're not decorating; you're communicating.
Interactions: "On Click, Do This"
States change how one object looks. Interactions connect objects so that acting on one affects another. The everyday example β and the one you'll build today β is click-to-reveal: a learner clicks a button, and a hidden panel of content appears. Behind the scenes you've told Captivate a tiny rule: "on click of this button, show that group."
In the all-new Captivate you set this up by selecting an interactive object (like a button), opening its interaction settings, and choosing an action β commonly things like Show, Hide, Go to slide, Jump to URL, or Play/Pause media. You pick the action, then pick its target. That's the whole loop:
the Reveal button"] --> B["βοΈ Trigger:
On Click"] B --> C["π¬ Action:
Show 'Answer' panel"] C --> D["π The panel
appears on the slide"] style A fill:#bfdbfe,color:#1e293b style B fill:#fde68a,color:#1e293b style C fill:#c7d2fe,color:#1e293b style D fill:#bbf7d0,color:#1e293b
Figure 3 β A click-to-reveal interaction is one small rule: a trigger (On Click) plus an action (Show a target).
Read that again and notice there's no code anywhere β just a trigger and an action, chosen from menus. This is the core pattern behind most of the interactivity you'll ever build: something happens (trigger), so Captivate does something (action). Hotspots ("click the fire extinguisher to learn about it"), show/hide toggles, and buttons that jump between slides are all this same idea with different targets.
β οΈ Start hidden, then show
For a reveal to feel like a reveal, the target has to start hidden. A common beginner snag is building the panel, wiring up the button, and wondering why nothing changes β the panel was visible the whole time. Set the target's initial visibility to hidden, then let the interaction show it. If a step ever behaves oddly, that's information, not failure: check the trigger, the action, and the target's starting state, one at a time.
Where does the really deep logic live β the "if the learner's score is at least the passing mark, show the certificate, otherwise send them back" kind of branching? That's the territory of variables and conditional actions, which today are strongest in Captivate Classic Classic. We give them an honest tour in Lesson 18. The all-new tool keeps gaining logic features release to release, so check your current version β but for now, know that simple show/hide/jump interactions cover a huge amount of what real courses need.
Widgets & Interactive Components
Sometimes you don't want to wire an interaction from scratch β you want a familiar pattern that just works. That's what widgets (also called interactive learning components) are: pre-built, ready-to-drop interactions you customize with your own content. They save you time and give learners interface patterns they already recognize.
The exact library shifts as Adobe updates the tool, but the classics you'll reach for again and again include:
| Widget | What it does | Great for |
|---|---|---|
| Accordion | Stacked headers that expand one section at a time | FAQs, "learn more" details, long content in a small space |
| Tabs | Side-by-side panels the learner switches between | Comparing options, steps, or categories without scrolling |
| Click-to-reveal cards | Tiles that flip or open to show hidden content | Term/definition pairs, "guess then check," bite-sized facts |
| Hotspots | Clickable regions layered over an image | Labeling a diagram, exploring a workspace, a "spot the hazard" scene |
| Drag-and-drop style | Learner moves items into targets | Sorting, matching, sequencing β active, hands-on checks |
You add a widget the same way you add any component β from the toolbar, choose Components (or Interactions, depending on the release), pick the interactive component, and drop it on the slide. Then you replace the placeholder text and images with yours, and the interaction is already wired. Because these are real components, they inherit your theme (Lesson 6) and reflow responsively (Lesson 7), so they look on-brand and behave on a phone without extra fuss.
π§© Widgets vs. building it yourself
Use a widget when a standard pattern fits β it's faster and more consistent. Build a custom interaction when you need something a widget doesn't offer, like a bespoke click-to-reveal tied to your own layout. Most courses are a healthy mix: a few widgets for structure, a few custom interactions for the moments that matter most.
Purposeful, Not Just Busy
Here's the trap every new author falls into at least once: discovering interactions and putting them everywhere. A slide where the learner must click six mystery tiles to read one paragraph isn't engaging β it's a chore wearing a costume. Interactivity earns its place only when it does a job.
Before you add an interaction, ask one question: "What does the learner get from doing this that they wouldn't get from just reading it?" If the honest answer is "nothing," make it plain content. Good reasons to make something interactive include:
- Retrieval β a reveal that makes them predict before they see the answer
- Chunking β an accordion or tabs that hides complexity until it's needed
- Exploration β hotspots that let learners follow their own curiosity
- Practice β drag-and-drop or matching that turns knowing into doing
- Pacing β a "Next" button that keeps learners in control of their own speed
π― The one-purpose rule
Give each interaction a single, clear purpose you could say out loud: "this reveal makes them recall the safety step first," or "these tabs let them compare the three plans side by side." If you can't finish the sentence, you probably don't need the interaction. Purposeful beats flashy every single time β and it's kinder to learners on slow connections and small screens.
π‘ Accessibility peeks in here too. Interactive elements need to work for someone using a keyboard or a screen reader, not just a mouse. Keep that in the back of your mind now; we make it a first-class, checklist-driven habit in Lesson 14.
π― Try It: Make It React
ποΈ Activity: Add states and a click-to-reveal (about 20 minutes)
Objective: Take the responsive course you built in Part 2 and make one slide respond to the learner β a button with real states, plus a click-to-reveal that hides an answer until they ask for it. Trial / Paid All-New
Steps
- Open your project and pick a content slide. Add a Button component and label it something inviting like "Reveal the answer." (β±οΈ 3 min)
- Select the button, and in Visual Properties switch to the Hover state. Give it a slightly different fill or shadow so it clearly reacts to the pointer. (β±οΈ 4 min)
- Switch to the Visited state and tweak it too β a dimmed look or a small checkmark so learners can see they've used it. (β±οΈ 3 min)
- Add a Text component with the "answer" content, then set its initial visibility to hidden. (β±οΈ 3 min)
- Select the button, open its interaction settings, and add: trigger On Click β action Show β target = your hidden text. (β±οΈ 4 min)
- Hit Preview and try it. Hover the button (does it react?), click it (does the answer appear?), and confirm the visited look shows afterward. (β±οΈ 3 min)
π‘ Hint: my click does nothing
Work through it one link at a time. Is the target actually set to hidden to begin with β or was it visible all along, so there's nothing to "reveal"? Is the action Show pointing at the right target (easy to pick the wrong object if two have similar names β give them clear names)? Is the trigger On Click on the button itself? Nine times out of ten it's one of those three. A broken step isn't a dead end; it's a clue telling you which link to check.
π‘ Bonus: try a widget
Feeling good? Add an accordion or tabs widget from the components list and pour some of your existing content into it. Notice how it picks up your theme automatically and reflows when you preview the mobile view.
β Activity Complete Whenβ¦
- Your button visibly reacts on hover and shows a visited look after it's clicked
- Clicking the button reveals content that was hidden a moment before
- It all still works when you preview at a smaller device size
π― Quick Quiz
Question 1: What is an object "state" in the all-new Adobe Captivate?
Question 2: You built a click-to-reveal, but the "hidden" panel shows the whole time. What's the most likely fix?
π Learning Journal
Start your Learning Journal today β a note in your favorite app, a doc, or a paper notebook. It's where you turn "I read that" into "I can do that." After each lesson, jot down:
- Key concepts you learned
- Things that clicked for you
- Questions or confusion points to revisit
- Ideas you want to try
- Your progress and how you feel about learning this
βοΈ This lesson's prompt: Look at your course topic and name one moment that would genuinely benefit from interactivity β a reveal, a set of tabs, a hotspot image. Write the one-sentence purpose ("this makes learners recall X before they see the answer"). If a spot doesn't have a clear purpose, note that too β knowing where not to add interaction is just as skillful.
π Lesson Summary
π Key Takeaways
- States are how one object looks in different situations (Normal, Hover, Visited, Selected, Disabled) β designed visually, they give learners the feedback that makes a course feel alive.
- Interactions are simple trigger-plus-action rules (like On Click β Show) that connect objects β the pattern behind click-to-reveal, hotspots, and jump buttons, with no code.
- Widgets / interactive components (accordions, tabs, click-to-reveal cards, hotspots, drag-and-drop) are pre-built patterns you customize, and they inherit your theme and responsive behavior.
- Interactivity should be purposeful: if a learner gains nothing from clicking, make it plain content. Deep branching logic lives (today) mostly in Classic β Lesson 18.
π What You've Accomplished
Your course just crossed a line: it now responds. You gave a button real states, wired a click-to-reveal with nothing but a trigger and an action, and met the widget library that makes richer interactions a drag-and-drop away. Just as important, you learned the discipline of asking "what's this for?" before adding a single click. That judgment is what separates a busy course from a good one.
β Common Questions at This Stage
Do I really never write code for this?
For the interactivity in this lesson, correct β it's all triggers and actions chosen from menus. Even the deeper logic in Part 4 (variables, conditional actions) is visual "if/then" building, not typing code. You describe behavior in plain terms and Captivate handles the rest.
Which states does my component actually have?
It depends on the component and the version β Adobe adds and renames states over time. Select the object and look at its state chips in Visual Properties to see exactly what's available. The names in this lesson are the reliable common set; treat any extras as a bonus.
When should I use Classic's conditional actions instead?
When you need real branching driven by data β "if the score is at least the pass mark, do this; otherwise do that," or personalizing with a learner's name. Today those variables and conditional actions are strongest in Captivate Classic Classic (Lesson 18). For most show/hide/jump needs, the all-new tool's simple interactions are plenty.
π Looking Ahead
In Lesson 9, you'll add another dimension entirely β media: audio narration, video, and Captivate's genuinely impressive interactive video, where questions and overlays live right on the video's timeline. You'll learn to use media so it helps learning instead of drowning it.
β Before the Next Lesson
- Make sure your click-to-reveal and button states work in Preview
- Write this lesson's journal prompt β the one interaction your course truly needs, and its purpose
- If you have a short audio clip or video handy, keep it nearby β you'll use one next lesson
π Additional Resources
- Course Glossary β every term in plain language (see State, Interaction, Widget)
- Quick-Reference Cheat Sheet β including the component/block quick list
- Adobe eLearning Community β see interactive examples other authors have built
π Encouragement for the Journey
The first time a course you built reacts to a click, it stops being a document and starts being an experience. You just made that happen. Every rich, branching, gamified course you admire is built from the exact small rule you wrote today β one trigger, one action, one purpose at a time.