The design and development of good quality software is not, in itself, an e
asy task. In the context of Educational Software development, another major
problem is introduced: the user's goal is to learn. Unfortunately, learnin
g is not a task that might be modeled and represented on a computer system.
This paper intends to provide some answers to this problem: a Student Cent
ered Methodology for the Development of Educational Software is presented.
The methodology makes explicit how the different design choices were made,
in order to obtain a final product that not only takes advantage of today's
interaction technologies, but also makes an effective use of them. (C) 200
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