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Interactive Simulation
Newsletter
Vol.
1, No. 1 (April, 2003)
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| WELCOME!
People ask us why we
chose the title "Interactive Simulation." After all, the
engineering world has "Modeling and Simulation," and the
instructional design world has "Performance-Based Training",
or "Simulation-Based Training," and other fields have
specific terms for how simulation fits into their practices. What
does "Interactive Simulation" add?
While David and I certainly
didn't want to simply add a new buzzword, we felt that we needed
an umbrella term to represent a foundation of core concepts and
skills applicable to the evolving role of simulation to various
disciplines, from training and assessment/certification to rapid
prototyping, predictive modeling, and marketing. The "simulation"
part was easy, because we certainly wanted to capture the idea of
modeling reality, or a plausible reality, in some way. As you will
likely hear by talking with us for more than a few minutes, however,
"simulation" alone is never a solution; it must always
be seen and planned for in the context of careful consideration
for the types of interaction necessitated by the project goals.
Because we felt it was important to emphasize the study of interaction
in the development of useful simulations, we therefore arrived at
the term "Interactive Simulation."
This is the first issue
of the monthly Interactive Simulation Newsletter, by Jonathan Kaye
and David Castillo. In these issues, we will discuss topics related
to Interactive Simulation and to Flash in particular. Our goal is
to foster discussion about topics within "Interactive Simulation"
so that the community as a whole can adopt and share best practices,
leading to the most effective use of current technology to solve
real problems.
Jonathan & David |
This
Edition's Contents:
This newsletter
is brought to you by Jonathan Kaye and David
Castillo, the authors of "Flash
MX for Interactive Simulation," the first practical guide
to building interactive product simulations and performance-based
training in Flash. |
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your email address here to receive the accompanying source
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| YOUR
OPINION COUNTS |
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We constantly run into all
different people around the country and world who have interesting simulation
projects they have in mind or have prepared. We want to encourage you
simulator programmers, instructional designers, gamers, managers, and
other developers to share your stories and best practices with the rest
of us. We invite you to lead or join the discussion on our FlashSim discussion
board:
http://FlashSim.infopop.cc/
We also will monitor the discussions
for particular topics that might make good newsletter information, so
go out and post!
If you have suggestion for
topics you'd like to see in the newsletter, or links to events or interesting
Flash pieces you've made, please email us at newsletter@FlashSim.com.
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| SIMULATOR
CLASS DEVELOPER SURVEY |
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Many of you have been writing
to us asking about our simulator developer classes we are advertising
on FlashSim. We are at a stage in which we need your help, and we want
to give you something for your participation. If you have 15 minutes or
so, and want some free software that helps you build and debug state engines,
please fill out the survey located at
http://www.FlashSim.com/survey/
Thanks in advance for your
help!
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| TIPS
FOR DEVELOPING EFFECTIVE SIMULATIONS |
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Simulation today is a buzzword
that is used by a growing number of companies and individuals to mean
different things. Many e-learning companies, never to miss an opportunity
to repackage and sell their wares, have jumped on the bandwagon to declare
that they suddenly now don't just do e-learning, they produce 'simulations,'
too.
Our mantra regarding performance-based
training is that it is ultimately about performance improvement, not about
building simulations. In that vein, we present a brief list of tips, in
no particular order, we have learned in our experience building simulations
and simulation-based training.
- Write Performance
Objectives.
Clearly state the types of interactions you want to allow the operator
to perform, and the intended reactions. If you rush in to build the
whole simulation at once with less consideration for the specific types
of behaviors required, you likely will develop more than you need and
you will spend more time and money than you want.
- Don't Just Watch,
Do! Unless
the skill is particularly complex and intricate, have the user perform
tasks right from the beginning, not simply watch demonstrations passively.
- Not Just Interaction,
Meaningful Interactions. Some people say that good
eLearning must have a lot of interactions. Not true! Good eLearning
has interactions that are meaningful to the performance objectives,
not merely interaction for the sake of having interaction.
- Not Fun and Engaging
to be Game-like, Fun and Engaging to Support Content.
Some say that good eLearning should be fun and engaging, like a game.
This is not wholly true. If the fun elements are not related to the
content, then they may distract from and interfere with the retention
of content and skill building, which is the purpose of the training.
- Focus on Performance
Improvement, not on Simulation Building. Often when people
think about simulation-based training, they think they need a whiz-bang
simulator. If you focus on creating a simulator before seriously planning
how the exercise will impact performance, you will end up spending too
much time and money on the wrong thing. Remember, if you cannot show
that the simulator improves performance, it doesn't matter how realistic
the simulator happens to be. Huge sums of money have been wasted by
trying to throw technology such as 3-D onto problems that were not well
defined with respect to performance objectives.
- Don't Forget the
Tracking. Designing your simulations with tracking is an important
way not only to help document user proficiency, but also to help you
analyze the effectiveness of your training. By tracking user performance,
you can get a better picture of where the user may be delayed in performing
procedures or possibly making errors as a result of the instruction.
- How Will You Measure
Results? When
you write each performance objective, write how you will know/measure
if that objective has been achieved. When we write objectives without
a clear indication of what successful achievement means, then the objective
is either too complex or too vague, and should be broken down into more
precise terms.
- Teach Content based
on Expert Performer/Instructor.
There is a temptation, especially in small teams, for the instructional
designer or the programmer to determine how to teach the device operation.
However, unless that person is proficient with the device in its intended
operational setting, you should recruit an expert performer or instructor
to assist in this process. Novice operators may focus on teaching in
a manner like "this button does that," in some sequential
fashion, whereas a master performer may need to convey thinking in terms
of systems, not individual buttons.
- Don't Let Programmers
do Graphic Design, and vice versa.
Unless you have a very small project, we have found that you should
let programmers do the programming and graphic designers do the design.
The tendency to save money by having one person assume both roles usually
ends up with an amateurish outcome that could easily be fixed by hiring
the right person for the right job.
- Start Small.
For your first few simulation projects, choose the projects that are
well-defined, "low-hanging fruit." If you try to tackle a
complex task right off the bat, then you can much more easily be sidetracked,
confused, and frustrated since it takes time and experience to shape
the development process and apply new skills into your practice.
- Make it Pay Along
the Way. Design
your projects as much as possible such that you have deliverables you
can use at short intervals, rather than creating project which requires
everything to come together in the end before you can test out its usefulness.
For example, you may want to start a simulation project by developing
it as an instructor's aid during a lecture, rather than jumping to the
self-paced version. This can help you get results from your investment
as soon as possible, and to leverage the investment in various aspects
of your business.
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| COMPONENT
CORNER: Skinning Jog and Potentiometer with AttachMovie |
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In our book, we give approximately
twenty different types of components you will find on many devices, such
as buttons, knobs, gauges, and digital displays. The basic graphics provided
with the components can be modified within your movie, but those changes
would affect all the instances of the component. In this short article,
we describe how to add a new parameter to the knob components (jog and
potentiometer) so that you can specify a different bitmap or movie clip
to use as the indicator. This allows you to use the same component within
a movie but give it completely different appearances.
The basic idea is that we create
a new component property that gives the designer the ability to specify
a "Linkage ID" to replace the indicator graphic. In the code,
we use attachMovie when
the instance is created to bind the graphic with the instance. The linkage
ID is for a movie clip in your Library which you want to use in place
of the default indicator graphic, for example, defJogIndicator,
for the jog knob indicator). If no linkage ID is specified, the component
uses its default indicator graphic (or whatever it has been changed to
in your movie).
Since the potentiometer is
a subclass of the jog, we only need to make the change in the constructor
of the jog (FISJogAttach).
However, we do have to add the property (we call indLinkID)
to the component properties of both FISJogAttach
and FISPotAttach, since
Flash does not propagate the component properties from the definition
panel to subclasses.
The binding occurs in the constructor:
if (this.indLinkID
!= "") {
this.ind._visible = false;
this.ind = this.attachMovie(this.indLinkID,
"ind1", 1);
}
Internally, the routines use
this.ind to refer to the indicator movie. Therefore, these statements
reassign this.ind to the
specified movie, if the user gives the instance a linkage ID.
That's it! No big change, but
something that can let you reuse your components on a much broader scale.
As far as making the indicator movie clip rotate correctly, you need to
align the center of the knob bitmap with the center of the container movie
clip (the container is the movie clip you make with the linkage ID). For
example, if your knob bitmap is "knob.jpg", create a new movie
clip and place the graphic so that the center of the knob is at the center
of the new movie clip. Then set a Linkage ID for the new movie clip (go
to the Library, select the movie clip, and right-click (or CTRL-click,
for Macs) to choose "Linkage...").
Two Important Final
Points:
- To specify a linkage ID,
you must check the "Export for ActionScript" checkbox. To
have Flash properly access your graphic, you need to check the "Export
in first frame" checkbox in the Linkage panel. Alternatively, put
the movie clip on the stage somewhere not visible (perhaps add a clip
event on movie load that sets the clip to _visible = false). If you
don't do one of these, Flash won't automatically pull the graphic out
of the Library properly.
- Make sure to turn off the
background (dial) graphic. In this simple extension, we merely place
the whole graphic in the indicator clip. If you wanted to extend the
knobs to distinguish a background bitmap graphic with a different indicator
graphic, you can use this technique for each of the background and the
indicator.
Hint: There
are some other extensions beyond the code in the book which we have built
into these components, and we will talk about in future newsletters. Can
you find them?
As always, please post message
on the discussion
board if you have any questions!
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| UPCOMING
EVENTS |
| Do you
know about a simulation event you'd like to announce? Tell
us about it at events@FlashSim.com! |
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| NEXT ISSUE:
Late May, 2003 |
| LET
US HELP YOU WITH YOUR PROJECTS |
| If you have an interactive-simulation
problem or project you would like to discuss with Jonathan and David, please
email us and we'd be happy to help you. Through our company, Equipment Simulations LLC, we offer customized workshops and project assistance to
help you avoid wasting money on training that doesn't improve performance.
We can help you save time and money by enhancing your skills with methodologies
that provide a scaleable, sound, and reusable framework. |
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