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Evidence Guide: ICAGAM412A - Design interactive media

Student: __________________________________________________

Signature: _________________________________________________

Tips for gathering evidence to demonstrate your skills

The important thing to remember when gathering evidence is that the more evidence the better - that is, the more evidence you gather to demonstrate your skills, the more confident an assessor can be that you have learned the skills not just at one point in time, but are continuing to apply and develop those skills (as opposed to just learning for the test!). Furthermore, one piece of evidence that you collect will not usualy demonstrate all the required criteria for a unit of competency, whereas multiple overlapping pieces of evidence will usually do the trick!

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ICAGAM412A - Design interactive media

What evidence can you provide to prove your understanding of each of the following citeria?

Define human-computer hardware interface devices

  1. Identify standard human-computer interaction devices
  2. Identify game-specific human-computer interaction devices and the common controls used in their implementation
Identify standard human-computer interaction devices

Completed
Date:

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Identify game-specific human-computer interaction devices and the common controls used in their implementation

Completed
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Research common event handling systems

  1. Identify and review industry standard event handling systems used in application libraries
  2. Create and application, accessing and using technologies and showcasing captured events from hardware devices
  3. Discuss considerations for human-computer interaction device selection
Identify and review industry standard event handling systems used in application libraries

Completed
Date:

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Create and application, accessing and using technologies and showcasing captured events from hardware devices

Completed
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Discuss considerations for human-computer interaction device selection

Completed
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Evidence:

 

 

 

 

 

 

 

Understand commonly used graphical user interface (GUI) widget sets

  1. Identify common widgets and their usage within an application environment
  2. Identify and review industry standard graphical user interface libraries and their relevancy within game-engine software
  3. Discuss considerations for selection of widgets within a game heads up display (HUD)
  4. Use human-computer interface devices and event handling call-backs in the creation of an application, showcasing captured events with GUI widgets
Identify common widgets and their usage within an application environment

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Identify and review industry standard graphical user interface libraries and their relevancy within game-engine software

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Discuss considerations for selection of widgets within a game heads up display (HUD)

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Use human-computer interface devices and event handling call-backs in the creation of an application, showcasing captured events with GUI widgets

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Design a simple media software device

  1. Discuss and design a prototype for the development of a custom user interface widget to be used within a game heads up display environment
  2. Select GUI software for implementation and discuss ramifications of selection
Discuss and design a prototype for the development of a custom user interface widget to be used within a game heads up display environment

Completed
Date:

Teacher:
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Select GUI software for implementation and discuss ramifications of selection

Completed
Date:

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Build and implement a simple media software device

  1. Integrate all custom widget elements as required by prototype specifications
  2. Make final checks to ensure functionality conforms to the original design
  3. Save into specified storage systems
Integrate all custom widget elements as required by prototype specifications

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Make final checks to ensure functionality conforms to the original design

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Save into specified storage systems

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Assessed

Teacher: ___________________________________ Date: _________

Signature: ________________________________________________

Comments:

 

 

 

 

 

 

 

 

Instructions to Assessors

Evidence Guide

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 human-computer 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 fault-finding 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 non-English speaking background may need additional support.

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

Required Skills and Knowledge

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.

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.