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Designing and Developing Interactive Training for Reusability

Designing and Developing Interactive Training for Reusability

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Page 1: Designing and Developing Interactive Training for Reusability

Designing and Developing Interactive Training for Reusability

Page 2: Designing and Developing Interactive Training for Reusability

Your Presenters

Gayla Thompson Darlene Smith

Senior Project Manager Senior Task Lead

Tidewater Operations Center

Page 3: Designing and Developing Interactive Training for Reusability

Designing for ReusabilityOver 20 years experience

Page 4: Designing and Developing Interactive Training for Reusability

ObjectivesAt 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

Page 5: Designing and Developing Interactive Training for Reusability

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

Page 6: Designing and Developing Interactive Training for Reusability

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

Page 7: Designing and Developing Interactive Training for Reusability

Flexible Design Strategies

• Roles• Tasks• Environments• Interactions (animations)

Page 8: Designing and Developing Interactive Training for Reusability

Flexible Design StrategiesExample 1

• Role– Office Manager

• Tasks– Coordinating, communication

• Environment(s)– Office, automation equipment

• Interactions– Face-to-face interactions, responding to emails and

phone calls

Page 9: Designing and Developing Interactive Training for Reusability

Flexible Design StrategiesExample 2

• Role– Judge, Attorney, Witness

• Tasks– Apply courtroom fundamentals

• Environment(s)– Courtroom, office, crime scenes

• Interactions– Face-to-face

Page 10: Designing and Developing Interactive Training for Reusability

Flexible Design StrategiesIndividual and Team Learning Example

• Single user with simulation making team responses• Modify for multiplayer interaction

Page 11: Designing and Developing Interactive Training for Reusability

ID Concepts and Reusability

• Immersion• Scene setting• Feedback • Performance summaries

Page 12: Designing and Developing Interactive Training for Reusability

Tools to Facilitate Rapid DevelopmentProcess flowcharts

Page 13: Designing and Developing Interactive Training for Reusability

Tools to Facilitate Rapid DevelopmentScript templates

Page 14: Designing and Developing Interactive Training for Reusability

Tools to Facilitate Rapid DevelopmentAsset Development Tracking

Page 15: Designing and Developing Interactive Training for Reusability

Tools to Facilitate Rapid DevelopmentXML Files

ObjectivesTasks

DocumentsAudio

Simulation Brain

Page 16: Designing and Developing Interactive Training for Reusability

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

Page 17: Designing and Developing Interactive Training for Reusability

Graphic Development ProductsAutoDesk 3D Studio Max – Reusable Geometry

mvaughter
Resized the graphics to see the OST.
Page 18: Designing and Developing Interactive Training for Reusability

Graphic Development ProductsAutoDesk 3D Studio Max

• Create baseline male and female avatar – Change texture to create new avatar

Page 19: Designing and Developing Interactive Training for Reusability

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

Page 20: Designing and Developing Interactive Training for Reusability

Unity Products

• Create bundles – Instance of avatar or

environment – Used to replace

avatar/scene– Editing more labor

intensive than for Prefabs

mvaughter
Resized the avatars' boxes to see the text in bullets.
Page 21: Designing and Developing Interactive Training for Reusability

Benefits - Development Team

• Reduce development time• Present consistent look and feel• Provide ability to make rapid updates

mvaughter
Position graphics as so not to cover OST.
Page 22: Designing and Developing Interactive Training for Reusability

Benefits - Customer

• Ability to maintain the product • Ability to add objectives/activities to product• Life of product is extended

mvaughter
See "layman skills" in CC not listed in the 1st bullet.
Page 23: Designing and Developing Interactive Training for Reusability

Contact InformationGayla Thompson, Senior Project Manager

[email protected], 757-595-4169Darlene Smith, Senior Task [email protected], 757-401-6402

C² Technologies, Inc.www.c2ti.com