Designing and Developing Interactive Training for Reusability.

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Presentation transcript:

Designing and Developing Interactive Training for Reusability

Your Presenters Gayla Thompson Darlene Smith Senior Project ManagerSenior Task Lead Tidewater Operations Center

Designing for Reusability Over 20 years experience

Objectives At the conclusion of this presentation, you will: Recognize flexible design strategies Identify instructional systems design concepts that lend themselves to reusability Recognize ways to create and use tools that facilitate rapid development and reusability Recognize ways to customize commercial off the shelf products for reusability Discuss the benefits of designing for reusability

What’s Different About This? Design the end product – Design Templates for common screens/activities

What’s Different About This? Design the end product – Design environments, avatars, and objects

Flexible Design Strategies Roles Tasks Environments Interactions (animations)

Flexible Design Strategies Example 1 Role – Office Manager Tasks – Coordinating, communication Environment(s) – Office, automation equipment Interactions – Face-to-face interactions, responding to s and phone calls

Flexible Design Strategies Example 2 Role – Judge, Attorney, Witness Tasks – Apply courtroom fundamentals Environment(s) – Courtroom, office, crime scenes Interactions – Face-to-face

Flexible Design Strategies Individual and Team Learning Example Single user with simulation making team responses Modify for multiplayer interaction

ID Concepts and Reusability Immersion Scene setting Feedback Performance summaries

Tools to Facilitate Rapid Development Process flowcharts

Tools to Facilitate Rapid Development Script templates

Tools to Facilitate Rapid Development Asset Development Tracking

Tools to Facilitate Rapid Development XML Files Objectives Tasks Documents Audio Simulation Brain

Content Structure Folders for each type of asset – Activities: XML files – Audio – Images – Questions – References – Scenarios – Videos

Graphic Development Products AutoDesk 3D Studio Max – Reusable Geometry

Graphic Development Products AutoDesk 3D Studio Max Create baseline male and female avatar – Change texture to create new avatar

Unity Products 15 – 20 minutes to create a single avatar – Animation – Sequence – Location Duplicate avatars Within or across simulations Editable on the fly Prefabs – backbone of Unity Reusability

Unity Products Create bundles – Instance of avatar or environment – Used to replace avatar/scene – Editing more labor intensive than for Prefabs

Benefits - Development Team Reduce development time Present consistent look and feel Provide ability to make rapid updates

Benefits - Customer Ability to maintain the product Ability to add objectives/activities to product Life of product is extended

Contact Information Gayla Thompson, Senior Project Manager Darlene Smith, Senior Task Lead C² Technologies, Inc.