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Elements and Performance Criteria

  1. Define human-computer hardware interface devices
  2. Research common event handling systems
  3. Understand commonly used graphical user interface (GUI) widget sets
  4. Design a simple media software device
  5. Build and implement a simple media software device

Required Skills

Required skills

analytical skills to

assess suitability of software and hardware technologies within project context

discuss suitability of custom widget prototype within project context

establish clear advantages disadvantages and limitations of technologies and their implementation

planning and organisational skills to

establish clear goals to achieve required software development outcomes

meet project deadlines

research skills to

conduct professional research into software and hardware technologies required for successful completion of project

understand and implement efficient design patterns for professional completion of project

technical skills to

resolve basic hardware software and other technical issues associated with software production

use correct file formats and archiving procedures

Required knowledge

basic programming techniques

specific terminology used by computer game developers

technical constraints that hardware imposes on software development code development and creative visual design

Evidence Required

The evidence guide provides advice on assessment and must be read in conjunction with the performance criteria required skills and knowledge range statement and the Assessment Guidelines for the Training Package

Overview of assessment

Critical aspects for assessment and evidence required to demonstrate competency in this unit

Evidence of the ability to

explain commonly used hardware and software as it applies to a humancomputer interaction environment

develop simple applications using correct methods of hardware event handling

use such technologies within the context of a video game environment

produce a custom control for use within a large project

present a completed project on time

Context of and specific resources for assessment

Assessment must ensure access to

computer hardware software games engines and file storage

copyright and intellectual property legislation

OHS legislation and enterprise policy

appropriate learning and assessment support when required

modified equipment for people with special needs

Method of assessment

A range of assessment methods should be used to assess practical skills and knowledge The following examples are appropriate for this unit

evaluation of work samples or simulated workplace activities

verbal or written questioning to confirm knowledge of design processes and methods used to resolve issues and problems

analysis of faultfinding exercises

evaluation of reports and logbooks

Guidance information for assessment

Holistic assessment with other units relevant to the industry sector workplace and job role is recommended where appropriate

Assessment processes and techniques must be culturally appropriate and suitable to the communication skill level language literacy and numeracy capacity of the candidate and the work being performed

Indigenous people and other people from a nonEnglish speaking background may need additional support

In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge


Range Statement

The range statement relates to the unit of competency as a whole. It allows for different work environments and situations that may affect performance. Bold italicised wording, if used in the performance criteria, is detailed below. Essential operating conditions that may be present with training and assessment (depending on the work situation, needs of the candidate, accessibility of the item, and local industry and regional contexts) may also be included.

Standard human-computer interface devices may include:

keyboards

mice

track balls

track pads

web cameras.

Game-specific human-computer interaction devices may include:

game pads

gaming keyboards

gaming mice

joysticks.

Common controls of devices may include:

analog hats

buttons

digital pads

joysticks

keys.

Application libraries may include:

DirectX

Irrlicht

Microsoft Visual Studio

Ogre

OpenGL

Simple DirectMedia Layer (SDL).

Common widgets may include:

buttons

check boxes

containers

drop down menus

environments

images

input text boxes

input text fields

labels

radio buttons

scroll bars

tabs

Windows.

Graphical user interface libraries may include:

Carbon

Cocoa

GLUI

Guichan

Java Swing

Microsoft Foundation Classes

WX Widgets.

Heads up displays may involve the use of:

chat windows

context menus

dialogue screens

health bars, ammunition bars and mana bars

inventory screens

main menus

objective guides

overhead maps, mini maps and compasses

pause screens.

Designing a prototype may involve:

defining a clear context in which the custom widget will be implemented in and used for

having a firm knowledge of existing game-engine architecture

prototyping for a specific purpose

researching existing widgets used in existing products.