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Beginner
Basics >
The
e-Learning Project Team: Roles and Responsibilities
by
Kevin Kruse
In the
ancient history of e-learning -- in other words the late 80's
to early 90's -- it was common for a one person, a super-producer,
to single handedly create a high quality learning program.
However, creating effective e-learning in today's marketplace
is becoming an increasingly difficult prospect for one person.
Regardless
of how much division of labor is applied, team members will
likely play more than one role. Only in the most monolithic
software development houses are the duties so divided that
no team member has more than one area of expertise and no
tasks are shared. The extreme cases where one "producer"
juggles all the responsibility - - from instructional
design to art design and creation to programming -- result
in an inferior product, an extended development schedule,
or a burnt-out employee.
In the
cases of contracted e-learning development, the client may
be asked to play certain and various roles by the vendor.
The vendor conversely will be asked, required, or possibly
demanded, to assume a set of roles and responsibilities.
Development
teams are notoriously eclectic bunches. The team can widely
vary between self-taught members and those with academic credentials
such as degrees in instructional design, psychology, programming,
art, and other areas of study.
The roles,
responsibilities, and attributes outlined below are provided
as a jumping-off point only. An in-house production may combine
the roles of client/sponsor and vendor. A small project may
see many of these collapsed into one or two positions. A large
undertaking will probably require that the assignment of many
of these duties, particularly graphic art and programming,
be handed to groups of interdependent collaborators. The critical
question to consider is whether the requisite talents and
personnel exist within an organization to develop their own
e-learning or if outsourcing is the most appropriate path.
Client
or Sponsor
The
sponsor of an e-learning project, often a training manager
or director of training, acts on the behalf of his or her
organization to assure that the product that gets created
reduces cost, increases productivity, or in some other way
adds value. Ultimate responsibility for the success or failure
of a project rests with this person since she usually supervises
the overall team or selects and manages an outside vendor.
Along
with or in place of a project manager, this role encompasses
the acquisition of a budget for program development, final
approval power, schedule creation, and revision. When a client/vendor
relationship is established, the client negotiates with peers
internally, such as the IT department, student population,
and senior executives, to make sure that a e-learning initiative
is appropriately implemented.
It
is helpful for a sponsor to have prior experience in project
management and a training background. He must have a good
understanding of business need, student population, and internal
political issues. Other desirable attributes of a client/sponsor
are:
-
Capacity
to organize a team effort.
-
Scrutiny
in selecting team members or a vendor.
-
Willingness
to explore radical solutions.
-
Ability
to secure and manage budgets.
Project
Manager
The
project manager is the person who ultimately guarantees on-time,
on-budget delivery of a e-learning solution. He or she is
responsible to the sponsor/client for the quality of the finished
product. The management and coaching of all other team members
is left to the project manager, who serves as single point
of contact between disparate team members and, in the case
of an outsourced project, the client. The project manager
guides the approval process, including obtaining feedback
from evaluations, implementing revisions, and drafting progress
reports.
Good
organization skills, time management, and the ability to juggle
multiple tasks are all prerequisites of an effective project
manager. Other positive attributes include:
-
Experience
in multiple backgrounds (jack-of-all-trades).
-
Basic
understanding of technical, design, and media issues.
-
Knowledge
of the fundamentals of instructional design.
-
Mastery
of financial fundamentals.
-
Proficiency
using scheduling, productivity, and communication tools
including GANNT charts, spreadsheets, and conferencing
technologies.
Subject
Matter Expert
The
subject matter expert (SME), contributes the core content
and original materials along with being available for information
acquisition through formal or informal interviews. She provides
access to source materials and reference items such as books,
articles, videotapes, and static art. In the client/vendor
model, the client assigns this person as one who can give
guided tours of facilities, explain processes, create flow
diagrams, provide sample dialogue, and shape simulated settings.
It is the responsibility of the SME to reviews design documents,
scripts, and the final deliverable for accuracy.
A
master of the selected content area should fill this role.
For example, if selling skills are being taught, he may be
the representative of the year. Someone with years of experience
and high peer evaluations would be selected to shape instruction
on management techniques. In the case of software training,
the SME would probably be someone who had a role in the design
of the software or someone certified as an expert. For a e-learning
to benefit, the SME must be:
-
Committed
to the project.
-
Understand
the amount of time required.
-
Be
able to communicate to outsiders without using jargon.
Instructional
Designer
A
typical instructional designer has a background in liberal
arts, frequently with a master's degree or doctorate in instructional
design, psychology, education, or multimedia technology. This
team member must be very analytical, have good communication
skills, and be very organized. A successful instructional
designer works quickly in a fast-changing environment.
It is
the instructional designer's responsibility to conduct high-level
analysis of performance goals, audience, training needs, and
technology limitations. In concert with the sponsor, project
manager, and SME, he creates the design document, specifies
learning objectives, selects interactive exercises, and creates
evaluation questions. In the early design phases, this person
may have to create script and screen templates and often will
be the lead scriptwriter. Additionally, the instructional
designer supervises the formative and summative evaluations.
Borrowing an analogy from movies, the project manager is the
producer; the instructional designer is the director.
The best
instructional designers:
-
Have
a basic understanding of technology in order to know what
is or is not possible given certain technology realities.
-
Appreciate
and apply a breadth of adult learning theories.
-
Quickly
and accurately recognize performance/knowledge gaps.
Writer
Working
after an instructional designer has created an outline, a
writer creates and revises the script that actually dictates
what words, images, video, and audio elements that are presented
to the audience. The writer works with the artists and programmers
to ensure that what is envisioned can actually be implemented
within the time, budget, and technology constraints. It is
his responsibility to apply navigation directions to the scripts,
add notes indicating any special functions, links, or other
software behaviors, and create alternate items, if necessary.
A
prior knowledge of content/topic being trained is helpful
but not necessary. An effective writer has:
-
Good
communication skills.
-
A
writing style that is concise, direct, and engaging.
-
Creativity
to increase learner engagement.
Graphic
Artist
From
the blueprints created by the instructional designer and scriptwriter,
the graphic artist creates screen layouts; specific interface
items such as buttons, windows, and menus; and specific graphics
and animations necessary to the program. The work could include
original illustrations and cartoons, simple flow diagrams,
manipulated stock photography, and images obtained with a
digital camera. In addition to 2D work, there may exist a
need for 3D images and animation, particularly when immersive
metaphors and simulations are desired.
While
bachelor's degrees from art school are common, many artists
are self-taught. Multimedia artists need:
-
Creativity
tempered with an understanding of the intended audience,
client culture, and learning preferences.
-
Understanding
of human computer factors and interface design.
-
Ability
and willingness to a adapt to a dynamic set of standards
and tools.
Programmer
Using
the script as a guide, the programmer is expected to assemble
different elements (text, audio, video, graphics, and animation)
into a coherent whole. He develops the rapid prototype, the
programmed working model, upon which the final product is
based. The programmer is called upon to debug a program following
alpha and beta tests, create databases, and construct reporting
mechanisms used for student tracking.
Like graphic
artists, many programmers may have specialized degrees or
be self-taught. Multimedia development is not usually accomplished
using advanced languages but rather in Hypertext Markup Language
(HTML) or with authoring systems (e.g., Authorware, Toolbook),
programs that facilitate e-learning creation. A multimedia
programmer should have:
-
An
analytical, methodical approach to work.
-
Ingenuity
around creation of reusable objects and engines.
-
Ability
to code optimally and choose the right tool based on the
technologies available to the audience.
Audio
and Video Producers
Other
specialists oversee the pre-production, production, and post-production
of video and audio elements. Pre-production includes the selection
and preparation of shooting locations and set up of equipment,
production encompasses the creation of raw audio/video content
and post-production primarily refers to the editing and refinement
of content to a desired duration and quality.
Industry
experience is particularly desired for these team members.
More often than not, the audio/video crew is contracted.
Quality
Reviewers
Quality
review is most frequently assigned to various team members
with other roles, supplemented by outsider talent for thoroughness.
Copy editors particularly excel in this role. Those with attention
to detail, a good eye, technology knowledge, and a drive to
do out of the ordinary things with software are invaluable
resources.
The quality
reviewers work internally during development, alpha, and beta
stages, check the program for general quality and bugs, and
create change reports. Quality personnel inspect:
-
Functionality
under various operational conditions to confirm the software's
compliance with expectations.
-
Content
in the program to make sure it matches the content in
the script or text-based document.
-
Logic
and inconsistent behavior throughout the application.
-
Performance
and proper operation of the product on a variety of systems
with assorted hardware configurations, and/or operating
systems, concurrently running software, and installed
peripheral devices.
-
Accessibility
and usability of the product, the intuitive nature of
the user interface, the look and feel of the program,
on-screen dialogs and prompts, user-error forgiveness,
and context-sensitive help.
Administrators
Administrators
facilitate communication, track expenditures, and assist in
reproduction and distribution of materials, among other duties.
Increases in the size of teams and projects contribute to
the need for oversight by administrative personnel.
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