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Jonathan Kaye, PhD
 

Jonathan Kaye, PhD
amethyst-research.com

 

Building Product Simulations with Macromedia Flash MX


Portions of this article have been excerpted from "Flash MX for Interactive Simulation," by Jonathan Kaye and David Castillo, published in November, 2002 by Delmar Learning. Emily Castillo also provided content for this article. If you have questions, please visit www.FlashSim.com.

The objective of training is to shape learners into proficient or master performers, working towards a specific goal such as operating a device properly, negotiating a sale, coordinating a team, or performing other tasks and procedures. Effective training involves equipping learners with foundational knowledge and operational skills relevant to all the situations in which they are expected to perform.

 

Most people would agree that they prefer to learn by doing, rather than by reading documents or watching videos—particularly for tasks that involve using equipment. Interactive, computerized device simulations, such as flight simulators, enable learning-by-doing when it is impractical or inconvenient to use the real device. Device simulations can be used as part of training customers or employees to achieve competency performing tasks or procedures, helping potential customers evaluate products to buy, assisting product designers with rapid prototyping, games, and other applications.

 
While there is a lot of talk today in the e-learning world about the need for more interactivity and simulation, few if any tell you exactly how to build them. Designing and programming device simulations of even moderate complexity can be quite challenging. However, with today’s software development tools such as Macromedia Flash MX, designing and programming even complex, highly-realistic simulations is not as difficult as you might imagine—provided that you have a good methodology for managing the complexity of system development.
 
This article introduces such a methodology, based on real engineering best practices, namely statecharts (Harel, 1987) and the UCM architecture (akin to MVC and MVP). This methodology is very valuable. The benefits of following these practices are not limited to making your development more efficient—these practices also standardize the way in which you design, implement, and document your simulations. Furthermore, it is an effective way for subject matter experts, designers, and developers to work together. It ensures that if you need to extend or change the functionality of the simulator six months or more after the original work was done, your developers will understand exactly how and where to make the changes, even if they were not the original developers.
 
We'll begin by examining the critical issue of why device simulation is not the same as simulation-based training. Following this, we'll identify the four primary tasks that allow you to manage the complexity of building a device. Next, we'll discuss the basic principles of statecharts and the UCM architecture, and describe how these principles are applied to the tasks. Finally, we'll take a look at an example application that uses the methodology in the design and implementation of a simple multi-modal analog/digital watch, and briefly discuss more advanced applications.
 
Table of Contents
·
Simulation-Based Training is About the Training, Not About the Simulation
·
A Framework for Solving the Four Tasks: Statecharts and UCM Architecture
·
Analog/Digital Watch Example
·
Examples of Advanced Applications
 
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About the Author

Jonathan Kaye, PhD is the President of Amethyst Research LLC , an award-winning interactive design firm specializing in the development of realistic, interactive simulations and performance-based training. He has recently coauthored the book Flash MX for Interactive Simulation: How to Construct and Use Device Simulations, published by Delmar Learning in November 2002, and will appear at ASTD TechKnowledge and FlashForward 2003, among other conferences, to speak on this subject. A Macromedia Flash MX evangelist wannabe, Jonathan enjoys developing meaningfully-interactive content a little too much, but he attributes that zeal to mental imbalances probably caused during his Computer Science PhD program on modeling cardiopulmonary interactions in trauma.