Beginner Basics
Creating Rapid Prototypes for e-Learning
     by Kevin Kruse


In this phase of a project lifecycle, an instructional software module is created for quick testing with a sample of the student audience. The rapid prototype creates an early iteration loop that provides valuable feedback on technical issues, creative treatment, and effectiveness of instruction. The design document itself is changed to reflect this feedback, and in some cases, a new prototype module is developed for subsequent testing of the refinements.

Value of a Rapid Prototype

With the addition of the rapid prototype phase, the value of the ADDIE model for technology-based training is greatly enhanced. The prototype overcomes the limitations of the traditional ADDIE approach in that it involves all team members earlier in the project cycle, and enables both the client and students to provide early feedback.

This early review process is critical to software development and can catch actual errors, as well as identify client preferences. Many people without a programming background do not realize the complexity involved with multimedia programming. Sometimes seemingly simple changes, such as moving the location of navigation buttons, adding a new student-tracking feature, or increasing the size of the font, have a tremendous ripple effect throughout the program. Even when there is no apparent link between a requested change and another program feature, there often are connections within the program's source code.

Changes to source code potentially can add dozens or hundreds of hours of programming time to a project. In fact, revisions are almost always the root cause of missed deadlines and exceeded budgets. Vendors even have a name for it -- scope creep - which typically means the client requested changes that exceed the original scope of the project. A detailed design document and prototype are the best insurance policies against last-minute alterations.

Create a "Vertical Slice" of the Program

Some developers consider a prototype to be nothing more than a couple of screen designs that show the look and feel of the program. However, for reviewers to provide truly valuable feedback, the prototype must include a cross section of the entire program. This cross section is sometimes called a vertical slice, which is how it is depicted on a simple program flow chart in Figure 3.3.

A vertical slice of the program typically includes the title screen, Main Menu, one complete lesson, and sometimes a portion of the post-test. All features that will be available from within a lesson should be tested in the prototype phase. These often include glossary, notepad, and bookmark. Make sure that all types of media, such as video or audio, are included to reveal any technical problems. Finally, creative themes or metaphors are the most subjective element to any program, and among the most time-consuming to change, so they also should be included in the prototype.

Evaluate the Rapid Prototype

Ideally, four to eight individuals selected from the student audience review the rapid prototype. What often occurs, however, is that three or four training managers or subject matter experts review the prototype. In the latter case, the reviewers must have a clear understanding of the learner population in terms of demographics, culture, and level of technical expertise, to provide an accurate and useful evaluation.

The main purpose of the review is not to evaluate the content or instructional design, but to evaluate the ease of navigation, the screen design and layout, appropriateness of metaphor, and the technical performance.

Specific questions the designers should ask of the reviewers include:

  • Did the program immediately capture your attention?

  • Was the creative theme or metaphor engaging and appealing?

  • Was the look and feel appealing? Was it acceptable to corporate standards and culture?

  • Was it easy to navigate the program? Did you ever feel lost or confused? Are the buttons' functionality easily identified?

  • Was the quality of the audio acceptable?

  • Was the quality of the video acceptable?

  • Were waiting times acceptable during the loading and playback of graphics, animations, and video (especially important for Web-based programs)?

  • Was the tutorial lesson interactive and engaging?

  • Did program features such as the glossary, notepad, and book-marking, perform flawlessly

Depending on the results of the prototype evaluation, adjustments may be made in the design document itself and incorporated into the script phase. If there is a lot of negative findings, it is common for the prototype itself to be re-created and evaluated for signs of improvement.