Authoring Productivity Environments



-Instructional Systems Design
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Performance Support Systems
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Interactive Multimedia and Distance Education



Island MultiMedia and its Associates have extensive expertise and experience in the design and development of powerful multimedia authoring productivity tools.

Constructed to work with the authoring system of your choice, these sophisticated tools:

-Increase Productivity
-Increase Instructional Effectiveness
-Increase Learning Efficiency
-Increase Product Consistency
-Improve Project Control
-Reduce Testing and Quality Control Costs
-Simplify Staff Training
-Capture Expert Knowledge

Interactive training, job aids and performance support materials developed using these tools can be migrated to new authoring system environments or repurposed for new clients at a very low cost. The tools enable you to capture the best expert knowledge in instructional design, control logic and media application in powerful and complete lesson instructional strategy templates, at the project level.

The evolution of computer based training (CBT) authoring tools has progressed steadily since the 1960’s. While the increases in functionality have been impressive, increases in productivity have been less significant, and increases in instructional rigor have, with one or two exceptions, been non-existent. It continues to be the case that authoring systems deal with “ways to do things” rather than with “what things to do”. (Fairweather and O'Neal, 1984)

Recently this trend has been broken by the emergence of powerful and productive lesson template and automatic lesson generation environments in a variety of military, industrial, and technical training projects in the U.S. These production environments differ considerably from traditional CBT production approaches. (O'Neal and Jennings, 1989; Baer and O'Neal, 1988.)

That is, instead of micro-transaction templates such as a “true-false” template, or a “multiple choice” template, they utilize powerful and complete instructional strategy templates, based on your project needs. These include clear definition of all instructional components and transactions needed to completely instruct, practice, test and remediate at the objective level (rather than the individual transaction level). Nor are these templates at all like the “shell lesson” template approach, where an empty pattern lesson is copied and then modified to accomodate the unique requirements of each objective by adding or deleting frames and modifying branches, with the attendant problems in debugging, testing, and revision. The sophisticated instructional and learner control logics possible in these templates could not be cost effectively addressed by this method, because of the staggering number of branches that would have to be defined, modified, and maintained in any deviations from the generic shell logic. (O'Neal and Owens, 1996)

The Instructional Systems Design (ISD) approach offers great potential for improving not only the productivity of CBT development, but more importantly, the instructional rigor and effectiveness of the result. One of the biggest deficiencies in the so called “authoring systems” currently available, is that they do not really help you “author”! In general, they offer you improved ways to do things (such as creating graphics, analyzing a student response, etc.), but they have little or nothing to say about what you should do. A true “authoring system” would provide functionality and support in terms of “the right things to do” instructionally, and it would provide help and support in “how to do the things right”. In the full range of activities that must be carried out in the authoring process from front end design to final validation and revision, today’s authoring systems support a very narrow (but in the past, very expensive) range of functions. (O'Neal, Fairweather, and Huh, 1988)

One of the major potentials for gain in design/development productivity and instructional effectiveness lies in the area of correct classification of the instructional objectives and their corresponding assignment to appropriately selected and instructionally validated strategy templates. One of the greatest sources of cost in training development is the ad hoc generation of large numbers of idiosyncratic designs for instructional objectives. The creative frenzy of the author must be controlled, for both cost and effectiveness reasons. First, it takes time to develop creative designs for every objective. Second, being idiosyncratic, the designs must be validated individually and revised until effective. (Walker, O'Neal, and Campbell, 1989)

At the same time, it is important to avoid the trap of developing a generic, "one size fits all" template, and applying it to all of the objectives in a course. The definition and relationship between instructional components in a lesson to teach procedures should be very different from those of a lesson to teach a classification or discrimination skill, for example.

The templates ensure that the authors will “do the right things”. A growing family of conversational interfaces to the templates ensure that the authors will “do the things right”. For example, on one of the projects above, the interface will automatically collect data into a data base for each lesson. It will allow the authors to select the format they wish to use from a carefully designed set of acceptable alternatives. Finally, it will require them to supply additional information in terms of text (which it will format within the template message standards), audio, video, and graphics. The templates are natural structures for capturing performance information for management and reporting purposes, and the "granularity" of management intervention and reporting (including expert systems interventions and/or feedback links) can be arbitrarily fine. (Gibbons, Fairweather, and O'Neal, 1993; Gibbons, O'Neal, and Fairweather, 1996)

The combination of the Template/Generator approach with a multimedia database offers significant opportunities for productivity in the areas of design, development and quality control and testing. Some of the sources of this productivity include:

-1. Scripting effort is greatly reduced. Since the instructional designs are captured in the templates, authors don’t have to “invent” instructional scripts, but rather they can focus on providing the well defined information needed to complete each template, a much less time consuming job. It should take about half as long to “script” a templated lesson as it would for the author to invent an ad hoc treatment for a conventionally authored lesson.

-2. Instructional logic definition and lesson integration effort is greatly reduced. A good rule of thumb in building and testing the branching logic for interactive multimedia lessons is that these activities will consume approximately 40% of your development budget. Once the templates are in place, the 40% cost will be reduced to less than 5%.

-3. Furthermore, the more complex the instructional and control logic built into the lessons, the more expensive and time consuming the quality control and testing effort becomes, thus effectively building in a practical “ceiling” in terms of how sophisticated a logic can practically be attempted within any given budget. By building all branching decisions and mechanisms into the templates, once the templates are tested and approved, quality control of lesson logic will be minimal, since all branches were created “untouched by human hands,” eliminating by far the largest single source of logic errors and expense. The administrative and editorial costs of imposing and enforcing “project standards” are also greatly reduced, since lesson logic and many dimensions of “look and feel” issues are built into the templates, rather than left up to the discretion of the individual authors. This too, reduces quality control costs.

-4. Global revision and repurposing costs are greatly reduced. Since the “look and feel” parameters of the lesson environment can be easily manipulated independently of the instructional content, it is very easy to repurpose a course for use by a different client, without having to extensively “reauthor” the lessons. And yet every frame can be significantly authored from the lesson environment utilities to reflect the preferences of the new client in terms of screen layouts, color palettes, customer logo, etc. It would not be unusual to completely adjust the “look and feel” of a course, including new client logos and modification of some of the global branching behaviors to meet the needs of a new client for 2-3% of the budget of the original course.

-5. Instructional rigor is improved. Since the templates allow the capture and use of the best instructional design expertise available to the project, the least experienced developer on the team can implement powerful and effective instructional strategies. This improves student performance on the material and reduces required revisions.

-6. The combination of the templates with the multimedia database allows the use of the content for a wide range of other purposes. For example the content for a procedure lesson can easily be reformatted from the data base by a “job aid driver” to reuse the same information from the training segment as a job aid, instead. Or, the same information could be accessed by a reference engine for reference or research purposes. This capability offers advantages both ways. Imagery and information originally created for marketing, documentation or proposal purposes, could also be easily accessed and used in the training templates. In many environments this “multiple use” capability can lead to considerable additional productivity and cost sharing or cost avoidance.



Baer, L.H. and O'Neal, A.F., Very large scale production of CBI for military training, Technology in Training and Education (TITE) conference paper and proceedings, Biloxi, Miss., March 1988.

Fairweather, P.G. and O'Neal, A.F., The Impact of Advanced Authoring Systems on CAI Productivity. Journal of Computer Based Instruction, Summer 1984. (Also presented with demonstrations at Man and the Media: International AILA Symposium on Research Tendencies in the Teaching of Foreign Languages with Technical Aids, Frankfurt, W. Germany, June 1984.)

Gibbons, A.S., Fairweather, P.G. and O'Neal, A.F. The future of computer-managed instruction (CMI), Educational Technology, May 1993.

Gibbons, A.S., O'Neal, A.F., and Fairweather, P.G., Management of Instruction and Assessment in Aviation, in Designing Instruction for Human Factors Training in Aviation, Avebury Press, Aldershot Hants, U.K., G. J. Hunt, Ed., 1997.

O'Neal, A.F., Fairweather, P.G., and Huh Y.H.
An introduction to instructional systems design, paper presented at the Follow-up Tri-partite Meeting of Occupational Standardization for Overseas Workers, ILO Asian and Pacific Skills Development Program, United Nations, Goa, India, 1988.

O'Neal, A.F., and Jennings, J. Automatic lesson generation: productivity and instructional rigor, Defence Systems International: The Annual Review of Air Systems, Sterling Publishing Group, London, 1989

O'Neal, A.F., and Owens, D. L., Design Requirements for Computer-Based Learning Systems for Aviation, in Designing Instruction for Human Factors Training in Aviation, Avebury Press, Aldershot Hants, U.K., G. J. Hunt, Ed., 1997.

Walker, R.A., O'Neal, A.F., and Campbell, J.O. Automated lesson generation for high volume computer based instruction - Phase II, SALT Conference on Interactive Instruction Delivery, Orlando, Fla., 1989.


-Island MultiMedia


Last Updated January 2003

For more information, contact
fred@whidbey.com.



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