t LIBRARY Michigan State University This is to certify that the dissertation entitled IDENTIFICATION OF PROBLEM VARIABLES WHICH CREATE A TIME AND COST IMPACT DURING LEVEL THREE INTERACTIVE VIDEODISC COURSEWARE DEVELOPMENT presented by CLARA STEIER has been accepted towards fulfillment of the requirements for Ph-D - degree in Educational. Systems Development A fiflmfl‘ Major professo Date 242342 2 MS U is an Affirmative Action/Equal Opportunity Institution 0-12771 MSU LIBRARIES -—. v RETURNING MATERIALS: Place in book drop to remove this checkout from your record. FINES will be charged if book is returned after the date stamped below. IDENTIFICATION OF PROBLEN VARIABLES HHICH CREATE A TIHE AND COST IHPACT DURING LEVEL THREE INTERACTIVE VIDEODISC COURSEUARE DEVELOPHENT 3! Clara Steier A DISSERTATION Submitted to Nichigan State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Educational Systems Development 1987 Copyright by CLARA SIBIBR 1987 ABSTRACT IDENTIFICATION OF PROBLEH VARIABLES WHICH CREATE A TINE AND COST INPACT DURING LEVEL THREE INTERACTIVE VIDEODISC COURSEUARE DEVELOPHENT 3! Clara Steier Interactive videodisc (IVD), is the very latest instructional technology. The medium is complex and requires a multi-disciplinary team to achieve a reliable product. Training and knowledge about the processes and procedures are primarily being generated through trial-and-error in actual IVD projects and at great cost to both contractors and client. Cost overruns appear to be the norm rather than the'exception. Both developers and users are under increasing pressure to produce more realistic cost estimates in order to ensure that funds are available to complete the product. 'The means for making adequate estimates are presently not available. The major purpose of this study was to develop a baseline knowledge of the problem variables. processes and interactions in the analysis. design. development and production of Level 3 IVD for training and/or education in industry and government which affected the time and cost and contributed to the project cost overruns. Twelve specific research questions were developed from the review of literature. The questions focused on the time and cost effects and/or extent of the effects of (a) knowledge required to make cost estimates. (b) client IVD knowledge. (c) contractor agency size and capabilities. (d) functions of team members. (e) team organization and Clara Steier personnel, (f) phase activities, is) phase most likely to cause an effect, (h) effects of hardware. (1) effects of software. (3) unintended and unplanned events. (k) unexpected costs and related circumstances, and (l) unexpected time delays. To explicate the problem variables. a case study methodology was used. An interview guide containing 65 questions was developed to guide the interview and help ensure that similar data were collected from all of the cases in the study. One-on-one. audio-taped. guided interviews were conducted with project managers, instructional designers, information programmers and video producers for three cases which had reported cost overruns in producing an IVD. Records, documentation and reports were also examined where available to further verify and cross check the data gathered during the interviews. The findings of the study clearly show that time delays and cost overrun factors are predominantly related to (a) the complexity of the design. (b) hardware and software deficiencies. (c) client knowledge, (d) contractor experience and (e) team functioning and communications. DEDICATION This dissertation is dedicated to my Nether and Late Father ACKNOWLEDGEHENTS The writer wishes to express her appreciation to the many persons who have contributed to the design. development, and execution of this dissertation. My thanks are expressed to Dr. Cass G. Gentry, chairman, and to Drs. Bruce L. Niles, Peggy H. Riethmiller and Frederic R. Uickert for their counsel and guidance during critical phases of this dissertation. Particular thanks are expressed to Dr. Diana Bryan for the unselfish gift of her time and professional guidance. Special thanks go to the companies and their employees who willingly shared their experiences. Without their cooperation and time this dissertation would not have been possible. Gratitude is also expressed to Eagle Technology, Inc., in particular. Dr. Roy Perryman, for allowing a leave of absence and the use of support services to make this research possible. I also wish to thank Amelia Samuelson and Christine Galante for providing cheerful word processing support. Deepest appreciation and gratitude goes to my husband, Bill Jorgensen. for his counsel, insightful suggestions, thought provoking discussions, continual encouragement, unending patience and constant love over the past four years and while this dissertation was in progress. without his help and support I may not have done this. To him, I can only offer myself and my love. vi TABLE OF CONTENTS LIST OF TABLES . LIST OF FIGURES CHAPTER I. PROBLEN Introduction . . Background of the Problem Statement of the Problem . Purpose of the Study . Research Questions . Assumptions . Limitations of the Study . Definition of Terms Development Phases . Research Hethodology . IVD Terminology IVD Levels . General . Significance of the Study Organization of the Remainder of the Dissertation Chapter Summary II. REVIEW OF LITERATURE . Interactive Videodisc System . Problem Areas in IVD . . . Costing Procedures for IVD . Case Study and Field Research. Chapter Summary. . . . . . III. HETHODOLOGY. Study Design . . . Research Questions . Sampling . . . . Sample Selection . Sample Case Description PAGE xi H OEDONO‘ODNH 20 20 24 29 35 39 41 41 43 44 44 46 TABLE OF CONTENTS (Continued) CHAPTER Data Collection Instrument . Data Collection Procedures . Pilot Interviews . Interviews . Case Record Principles for Interviewing Data Analysis Chapter Summary. IV. DESCRIPTION AND RESULTS OF INTERVIEWS. Case Descriptions Key Case Elements Results Research Question Research Question Research Question Research Question Research Question Research Question Research Question Research Question Research Question . Research Question 10 . Research Question 11 . Research Question 12 . Summary of Findings Software . . Hardware . . Client Knowledge . \DQNOU‘OWNH Contractor Experience and Qualifications . Design Phase . . Team Nembers Roles and Functions . V. SUHNARY, CONCLUSIONS AND RECONNENDATIONS . Summary of the Study . Purpose . Nethodology . Findings, Conclusions and Recommendations Research Questions . General Recommendations BIBLIOGRAPHY . viii . 102 . 105 . 109 . 112 . 112 . 113 . 113 . 114 . 116 . 116 PAGE 46 48 48 48 49 50 52 S4 S6 56 58 61 61 69 72 75 79 84 89 91 96 . 118 . 118 . 118 . 118 119 . 123 . 133 . 135 TABLE OF CONTENTS (Continued) PAEE APPENDICES A. PRODUCT DESCRIPTION/COST DECISION WORKSHEET . . . . . . 144 B. STUDY INTRODUCTION TO CLIENT . . . . . . . . . . . . . . 149 C. INTERVIEW GUIDE . . . . . . . . . . . . . . . . . . . . 150 ix TABLES Chapter IV 1 Case Description . . 2 Information Known Before and Learned After Contract Which Affected Time and Cost . 3 Effect of Client Knowledge on Time and Cost in Producing an IVD . . . 4 Factors of Contractor Size and Capabilities Related to Time and Cost in Producing an IVD . . . . . . 5 Functions of Team Nembers During IVD Process . 6 Effects of Project Team Organization and Personnel IVD Training on Time and Cost of an IVD Project . 7 Activities in a Phase Which Affect Time and Cost 8 Effect of Hardware on IVD Development Time and Cost . 9 Effect of Software on IVD Development Time and Cost . 10 Creation of Cost Overruns by Unintended and LIST OF TABLES Unplanned Events 11 Circumstances Under Which Unexpected Costs Occur 12 Circumstances Creating Unexpected Time Delays . Chapter V 13 Findings, Conclusions and Recommendations . PAGE 59 62 70 73 76 80 85 92 97 . 103 . 107 . 110 . 120 LIST OF FIGURES FIGURE PAGE 1 Case 3 Client and Contractor Relationship . . . . . . 57 xi CHAPTER I PROBLEH Introduction Interactive videodisc (IVD) is the very latest instructional technology which interfaces microprocessor responding or evaluating devices with a videodisc player. The interactivity of this video is a program style which allows the learner to proceed in a variety of ways through the program and respond to the program material in a substantive manner. The sequence and selection of material will vary depending on the viewer's response. For example, in. a simulated equipment repair task the learner may be asked to select and attach test equipment through a touch screen mode. The student who makes a mistake in any part of the performance could be branched to remediation or to outcomes appropriate for the error mmde, while the student who performs correctly would proceed in the logical sequence. The visuals would be coded onto a videodisc and played back. by commands given to a microcomputer. To the uninitiated. an interactive videodisc system seems nothing more than the marriage between a computer and video, with the video being stored in a new format -- a flat laser disc. However, this is not the case. Interactive videodisc systems must be accepted as a unique technology. Walker (1979-80) writes that the strength of videodisc lies in its flexibility in manner of presentation (most 2 important are motion and still frame capabilities). its tremendous information storage capability when single framing is employed and lastly. its rapid access to any playing point which is usually three seconds or less. Walker also writes that when a videodisc is joined with some form of computer data processing. it provides the lesson designer with unparalleled resources for blending still and motion pictures. sound. text and graphics for instructional purposes. Thus. it goes without saying. the development of an interactive videodisc system requires the combined skills of instructional designers. computer programmers. and video technologists. DeBloois (1982). Floyd (1980). Gayeski (1984-85). Hon (1980). and Worcester (1983). indicate the challenge to each team member is to understand one or more media and furthermore to understand their application and relationships in a very unique manner which requires the modification of old skills and processes and the acquisition of new skills and processes to achieve reliable results. As the review of literature will show. at the present time all of these skills and processes are being defined through individual experimentation. which may be costing those who are designing and developing training in this medium large losses in time and resources which in turn translates to a dollar loss to the contractor. Unfortunately. there has been little empirical research on which to base decisions about IVD costing data and methodologies or the development of adequate cost models. Background of the Problfl Since the use of interactive videodisc technology is fairly new. coming to the forefront as a viable instructional system in the last five years. little or no research has been done on the subject. The 3 few studies which do exist (Bright. 1983; Naxwell. 1985) look more at the potential uses of the medium. The effectiveness is well established. However. these studies allude to high cost factors in terms of time and dollars required to develop highly interactive videodisc training. A concern is expressed by both Bright and Naxwell that unless a means is found to control and/or lower costs. the medium may not be used to its fullest potential. Nerrill (1980) states the concern more succinctly: The videodisc cost picture offers both good and bad news. The good news is that disc replication costs are low. and videodisc player costs are competitive. The bad news is that production [including developmenti and mastering costs are relatively high. (p. 93) Nerrill continues: Total costs for developing and producing educational videodiscs are very difficult to obtain .... In some cases. production. costs are reported but development costs are ignored. When data on specific costs are available. we find that the costs vary widely because of different development and production procedures and different instructional strategies. Very few* educational discs have been produced to date. and the cost associated with their production includes a lot of trial-and-error learning costs. ,(p. 93) Nerrill‘s sentiments are echoed by’ Gayeski (1984-85). Hon (1981), Kirkpatrick and Kirkpatrick (1985). Kribs (1979-80). and Winslow (1981). In talking with videodisc developers at conferences and through business contacts. an increasing number of people are venturing into interactive videodisc production. Nany of these are even venturing in at Level 3 which has the potential to be the most interactive. complex and versatile of the videodisc technology. Level 3 marries the audio 4 and visual capabilities of the videodisc technology with the flexibility and sophistication of an external computer. By controlling the videodisc player with an external computer. more sophisticated branching can be achieved. With this sophistication and increased complexity. the ability to predict accurate time and cost for development and production of interactive videodisc programs has decreased. Nany complain that at the present time complete costing models do not exist to assist the contractor in making a realistic estimate or for the client to detemmine what funding should be allocated for an IVD project (Gery. 1987; Nerrill, 1980; Parsloe et al., 1983). As with any innovation. time is required to build a base of experiences from which principles and concepts can be drawn and applied to other efforts. Presently, a systematic approach to deriving a set of variables which could be validated and provide the knowledge base upon which to build a predictive cost model for Level 3 interactive videodisc projects has not been undertaken. Statement of the Problem There has been little substantive research on which to base the development of adequate cost models for Level 3 IVD systems. It is paradoxical that while many writers (Klotz. 1983; Kirkpatrick a Kirkpatrick. 1985; Naxwell. 1985; Nerrill. 1980; Parsloe et al., 1983) involved in IVD since the late 70's. have strongly advocated the need for more and better costing data and methodologies. researchers seem to have ignored the topic. Level 3 IVD is a fairly new medium requiring a modification of old skills and procedures and the acquisition of new skills. Training and knowledge about the processes and procedures are primarily being 5 generated through trial-and-error in actual IVD projects. apparently at a great cost to contractors (Allen a Erickson, 1986; DeBloois. 1982; Gayeski. 1984-85; Worcester, 1983). IVD cases reported in the literature (Dennis. 1984; DeBloois. 1982; LaGow, 1979-80; Nanning et al., 1983; Platt 8. NcConville. 1982) are usually very large projects which are atypical and which do not have time and costs adequately documented for development and production. Further, the documentation and description of the courseware and software development is general and of little value to the designer or programer. The available literature on analyzing. designing, developing and producing IVD is at a very general level saying more "what to do“ rather than “how to do.“ Further. where “how to" instructions are given, the recomended procedures are more appropriately applied to the simpler Levels 1 and 2 IVD of the Nebraska scale (Cambre. 1984; Lindsey. 1984; Parsloe et al., 1983; Tennyson a Breuer. 1984). Another aspect is that problems currently identified in Level 3 IVD cases which might provide assistance to the contractor or client in planning are usually described too generally or grouped too broadly (i.e.. programing) from which to draw any conclusions or gain insight. The central focus of the first research efforts in developing a useful cost model for Level 3 IVD must be the development of baseline information derived from problems occurring in current Level 3 projects. Therefore. the problem statement of the current study might be sumrized as follows: Now can a Level 3 IVD project be viewed. 6 planned and costed? A more fundamental question is: What specific unknown variables unique to Level 3 IVD, which will affect time and cost. are presently contributing to the cost overruns in current contractual efforts? Purpose of the78tudy The major purpose of this study was to develop a baseline knowledge of the problem variables. processes and interactions in the analysis. design, development and production of Level 3 interactive videodiscs for training and/or education in industry and government which affected the final cost and time to produce the product. The main objective was to collect and document empirical data about variables within analysis, design. development and production which affected Level 3 IVD time and cost contributing to cost overruns. This baseline information is important for further study in the development of costing models for interactive videodisc efforts. Research Questions The specific focus of the investigation was delineated in terms of the following research questions: 1. What type of knowledge is needed and when does it have to be available to make time or cost estimates for an IVD project? 2. To what extent does client IVD knowledge. as reported by the contractor, have an effect on time and cost of an IVD project? 3. What effects. if any. do contractor agency size and capability have on time and cost of an IVD project? 4. What functions does each team member perform in the process of carrying out an IVD project? 10. 11. 12. The 7 What effects. if any. do project team organization and personnel IVD training and experience have on time and cost of an IVD project? What activities in a phase have a time and cost effect on subsequent phases of an IVD project? Is one phase more likely than any other to affect time and cost of an IVD project? What effects. if any. does IVD hardware have on time and cost of an IVD project? What effects. if any. does IVD software have on time and cost of an IVD project? To *what extent do unintended events and unplanned events create a time and cost overrun in an IVD project? When and under what circumstances do unexpected costs occur in an IVD project? When and under what circumstances do unexpected time delays occur in an IVD project? Assumptions following assumptions were made in this study: The study would generate presently unconsidered variables which affect time and cost in IVD development efforts. The case methodology applied would meet the objectives of this study. The subjects interviewed would cooperate and honestly describe the activities and actions taken during the analysis. design. development and production of the interactive videodisc process. The BOEVO t0 1. 8 The bias of the researcher could be controlled through the use of formal interview techniques and examination of existing case documents. The projects selected for study adequately represent Level 3 IVD technology. There would be three IVD Level 3 projects at such a stage of completion as to make them valid for study. Lygitations ofithe Study present study is subject to the following limitations that narrow its focus: In view of the situation in industry and the willingness of people in industry to discuss their specific losses by item but not necessarily reveal figures related to profit and overhead costs. this study relates only to items of direct costs and losses. Because of the methodology employed (case study). the outcomes of this study cannot be generalized to the population from which these cases have been drawn. Instead. the results of this study should inspire appropriate follow-up research. focusing on specific hypotheses using appropriate sampling methods. Because of the time and cost involved in conducting case and field research. only a small number of cases could be studied. Therefore. -every possible type and approach to Level 3 IVD may not have been sampled. As a result. it is possible that some Level 3 IVD problem variables which may section. 9 affect total project time and cost may not have been identified. The results of this study are only related to Level 3 IVD and. therefore. may or may not include problem variables which affect time and cost in Levels 1. 2 and 4. This study is purposefully limited to cases involving losses in final time and cost. and. therefore. may or may not include all the problem variables which affect time and cost in cases which ended the project on schedule and within the overall dollar limit . Definition of Terms Definition of terms used in the study are presented in this Develoment Phases These represent the processes of instructional development. There are generally four phases related to the development of IVD. These are: 1. 2. Analysis: A careful study of the desired behavior required for an instructional program. This analysis helps determine the cause of performance problems. what must be done to correct the performance. and the best technique to provide the training (Iuppa. 1984. pp. 15-16). Design: The process of writing objectives . organizing the material into instructional 3. 4. Development: Production: Research Nethodology 1. 2. 10 sequences. arranging the sequences into a proper order. and defining the presentation and testing formats (Iuppa. 1984. pp. 21-22). Also recognized as preproduction in some of the literature. The process of writing test items. narrative elements and a description of the pictorial elements in the program (Iuppa. 1984. p. 71). Also recognized as preproduction in some of the literature. The phase in which video and film footage is shot. editing and preparation of the tape or film for reproduction as an interactive tape or disc is performed. and the computer programs are written (Parsloe. lioffos. 8. Epic team. 1983. Daynes. 1982). Also recognized as post-production/ premastering in some of the literature. Terms related to the research methods employed include: Case Nethod/Study: Case Record: A recognized method of inquiry defined as an “in—depth investigation of a given social unit resulting in a complete. well organized picture of that unit“ (Isaac a Nichael. 1979). The compilation of the voluminous data organized into a comprehensive. primary 3. ‘0 Interview Guide: Purposeful Sample: IVD Terminology 11 resource package. It includes all of the major data which will be used in doing the case analysis and case study (Patton. 1980). Outline of a set of issues or topical areas that are to be explored. with each respondent before interviewing begins. The interviewer is required to adapt both the wording and sequence of questions to specific respondents in the context of the actual interview (Patton. 1980. p. 198). A strategy used when one wants to learn something and come to understand something about certain select cases without needing to generalize to all cases. To» do purposeful sampling. certain pre-established information must. be known about the case before it is studied (Patton. 1980). Special operational terms for this study generally accepted by professionals using the IVD medium include: 1. Authoring: The preparation of a computer program. often using an "author language“ or “authoring system! that allows people without formal training in computer programming to prepare applications programs for computer-based systems 2. 3. ‘0 Authoring Language: Authoring System: Courseware: Frame: 12 (Parsloe et al., 1983. p. 248). A high level computer program. itself often based on a computer language like BASIC or Pascal. that facilitates the preparation of computer programs by reducing the number of instructions involved and translating these into a language resembling everyday English (Parsloe et al., 1983. p. 249). A collection of authoring programs that allows users without formal computer programming skills to prepare application programs. often working in everyday language. and ‘without the painstaking detail of computer programming proper (Parsloe et al., 1983. p. 249). That part of an interactive video training or teaching course comprising the video program (content on disc or tape). and its complementary . computer program(s). including those generating text and/or graphics (Parsloe et al., 1983. p. 253). A single. complete picture in a video or film recording. A video frame consists of two interlaced fields of either 525 lines (NTSC) or 625 lines (PAL/SECAN). running at 30 frames per second (fps) (NTSC) or 25 fps (PAL/SECAH). Film runs at 24 fps (Niller a 6. Information Programmer: 7. Instructional Designer: 8. Interactive: 9. Interactivity: 10. Interactive Video: 11. Linear: 13 Sayers. 1986). The person on an interactive video production team who translates the work of the instructional designer into a computer program (Parsloe et al., 1983. p. 259). The person on the interactive video team who. given the aims and objectives of the project. analyzes the content. of the program and arranges that mmterial in a way that can then be used by the information programmer (Parsloe et al., 1983. p. 259). Involving the active participation of the user in directing the flow of the computer or video program. The opposite of interactive is linear (Parsloe et al., 1983. p. 259). A reciprocal dialogue between the user and the system.(Niller a Sayers. 1986). The convergence_ of video and computer technology: a video program and a computer program running in tandem under the control of the person in front of the screen. In interactive video. the user's actions. choices and decisions genuinely affect the way in which the program unfolds (Parsloe et al., 1983. p. 259). A video program which plays straight 12. Search: 13. 14. 15. Software: Still Frame (SF): Still-Frame Audio (SPA): 14 through from start to finish without interruption (Parsloe et al., 1983. p. 262). The facility in interactive video systems to request a specific frame. identified by its unique sequential reference number. and then to instruct the player to move directly to that frame. forwards or backwards. from any other point on the same side of the disc or tape (Parsloe et al., 1983. p. 269). The programs which actually make the computer run. Software represents the intellectual side of computer-based technology. hardware the physical side (Parsloe et al., 1983. p. 270). Information recorded on a frame or track of a videodisc that is intended to ‘be retrieved and displayed as a single motionless image. Playback is achieved by repeating the play of the same track. rather than going on to the next - as opposed to a freeze-frame that stops the action within a motion sequence. (Niller a Sayers. 1986) A method of digitally encoding and decoding several seconds of voice-quality audio per individual disc frame. resulting in a 15 potential for several hours of audio per disc. By using a buffer to store the audio information. a limited amount of audio may be delivered to accompany a still-frame. (Niller a Sayers. 1986) 16. Videodisc: A generic term describing a medium of video information storage which uses thin circular plates. usually primarily composed of translucent plastic. on which video. audio and various control signals are encoded. usually along with spiral tracks. Optical disc systems use a laser beam to read the surface of the disc; they are so far divided between reflective and transmissive systems. Capacitance systems employ a sensor or stylus; they are divided between “grooved" and “grooveless” disc systems. A magnetic videodisc is used in broadcast television. and for information storage (Parsloe et al., 1983. p. 273). IVD Levels The Nebraska Scale. devised by the Nebraska Videodisc Design/Production Group to describe interactivity in videodisc players. defines the following for levels of IVD: 1. Level 1: The first practical level of the Nebraska scale. Level 1 represents the basic features expected even on domestic 2. Level 2: 3. Level 3: 4. Level 4: General 16 equipment: remote control. the “search“ facility. freeze frame. forward and reverse motion. quick scan. slow motion and step frame replay (Parsloe et al., 1983. p. 261). The midpoint on the Nebraska scale. Level 2 player is one which. using only its own onboard microprocessor. can offer multiple choice. the branching facility and score keeping (Parsloe et al., 1983. p. 261). Effectively the top of the Nebraska scale. Level 3 represents a video player. industrial or domestic. linked to an external computer (mainframe. mini or micro). This level offers the greatest versatility of any interactive configuration (Parsloe et al., 1983. p. 261). In a practical interpretation. a complete workstation comprising video and computer equipment and furniture. This level still represents conjecture into the future of interactive technology. rather than actual applications (Parsloe et al., 1983. p. 261). Other terms used in the study include: 1. Client: A person. company. or agency which contracts with another company or agency 17 for the acquisition of training materials and systems. 2. Contractor: A business. organization or person who contracts to supply certain materials or do certain work for a stipulated sum. 3. Direct Costs: Costs which are incurred in the performmnce of the work to include labor. mmterial and travel. Excluded are profit and overhead percentages. 4. Project: A contracted training program development and production effort using interactive videodisc. 5. Training: Learning experiences or activities that are designed to facilitate. strengthen or improve performance on the job. §ignificance ofgthe Study As a review of the literature in the next chapter will show. the systematic study of specific cost factors related to the development and production of Level 3 IVD systems has been almost non existent. While a Level 3 IVD system has powerful instructional capabilities and features. the basic high costs of development and production for such a high technology system. the learning by trial-and-error on the part of the IVD developers. and the inability to forecast. predict and control the cost of the finished product indicate an urgent need to develop adequate cost models for use in planning and implementing IVD projects. If potential IVD users in the future are not to be discouraged. clients and contracting agencies need some hard facts 18 and knowledge about the variables affecting Level 3 IVD time and costs. Such knowledge will help to optimize the quality and efficiency of IVD projects and products. The primary significance of the present study is its contribution toward the building of an empirical knowledge base concerning the variables which affect Level 3 IVD time and cost. The development of this baseline data is of value to future researchers in the development of costing models and cost efficient processes and procedures for interactive videodisc efforts. This study should also be of prime interest to IVD development and production agencies of Level 3 IVD for training. In particular. this study should provide valuable inputs and guidance for coating of IVD projects for industry and government which. in turn. will help reduce the dollar loss presently incurred by many contractors. In addition. this study should be of interest to the client tasked with assessing and judging proposed budgets for IVD projects. The variables identified should provide guidance to assist the client in the process of evaluating proposals and budgets for an expression of adequate understanding and allowance of the potential pitfalls by the contractor. Further. it should provide guidance in establishing realistic funds for the execution of a project as well as indicate the information a contracting agency requires to more accurately bid a contract and prevent a dollar loss. Organization of the Remainder of the Dissertgtiog In Chapter II a review of selected literature and research pertinent to this study is undertaken. Reference is made to the finite body of research and literature concerning IVD systems. 19 problem areas in IVD systems. costing procedures for IVD and case study and field research. New evidence and more recent research applicable to the study are reviewed. Chapter III is a description of the methodology of the study. including the research design. the research sample. the instrumentation. the data collection and recording procedures. and the data analysis procedures. The results of the investigation and a discussion of the results are set forth in Chapter IV. Chapter V sumarizes the study findings. and then presents the conclusions. and recommendations. Chapter Summary Interactive video is a relatively new instructional technology which shows great promise as an effective training medium. The most severe problem facing the use of this technology is the difficulty in estimating the cost of developing IVD courseware since the courseware includes an interactive video disc and both computer operating and instructional software. The objective of this study was to identify empirically the problem variables which affect the time and cost of producing Level 3 IVD courseware. and to create a baseline of information from which to conduct future research toward the development of Level 3 IVD cost models. Further. this study should provide insight to both IVD developers and clients on cost elements in IVD which may cause overruns. CHAPTER II REVIEW OF LITERATURE This chapter. which is divided into four sections. presents (a) a general review of the literature related to interactive videodisc systems. (b) a review of the literature related to problem areas in interactive videodisc systems. (c) a review of present time and costing procedures for the generation of an interactive videodisc system and (d) a review of the literature related to case study and field research. Interactive Videodisc System There is a large body of literature that describes the interactive videodisc technology. An interactive videodisc system is defined by Parsloe et al. (1983) as a: Video program which can be controlled by the person who is using it. Usually. this means a video program and a computer program running in tandem. The computer program controls the video program - and the person in front of the screen controls them both. (p. l) Naxwell (1985) defines the videodisc system as “a multimedia delivery device which combines pictorial. audio and digital information“ (p. 16). The interactive delivery system may employ either videodisc or videotape under the control of a microprocessor either built right into the video player. or as a separate computer. As explained by 20 21 Parsloe at al. (1983): The computer program which controls the video program can actually be encoded on a videodisc or loaded temporarily into a videodisc player through its remote control keypad. or stored on the magnetic tape or floppy disk of an external computer. (p. 2) A main feature of interactive videodisc systems is the quick access time of getting from one frame to another. One side of a disc can store up to 54.000 frames of information. A frame is a single complete picture in a video or film recording. A video frame consists of two interlaced fields of either 525 lines (NTSC) or 625 lines. (PAL/SECAN). running at 30 frames per second (fps) (NTSC) or 25 fps (PAL/SECAN). In a laser disc player. the longest access time to any frame is a matter of seconds. which is usually under three seconds. while in a videotape player. access can take several minutes. Other features of IVD include the ability to hold a frame in place without loss of picture quality for hours and frames may be viewed as "stills“ or in sequence as motion. In addition. with the stereo/audio capability. it is possible to give the user a choice of narrator track as in a dual language program. There are two major videodisc systems: optical and capacitive. Within each of these major types are variations. The systems are incompatible because players differ in the way information is picked up from the surface of the disc for playback. Optical players are produced as optical-reflective and optical-transmissive. Optical-reflective players use lasers to write (record) and read (playback) a videodisc. Light reflected off the disc's surface is converted to electrical signals from which video and audio signals are derived. The optical-transmissive players use a translucent disc. so 22 the reading laser passes straight through the disc allowing the disc to be read on both sides consecutively simply by repositioning the laser beam. The capacitive system players are also of two types. Both systems use a pickup stylus or sensor to transmit recorded video and audio information. However. the two systems have incompatible formats. The Radio Corporation of America (RCA) uses a grooved disc with the stylus riding on the disc. The Japanese Victor Company (JVC) is essentially a grooveless system which has the stylus gliding across the surface of the disc without mmking actual contact. It is generally felt that this reflective-laser system is the most durable since the essential information is recorded well beneath the tough protective coating on the disc. The RCA capacitive system is viewed as the least durable since discs are worn by the stylus and easily damaged by scratches. marks and dust. Further. the capacitive systems lack the same flexibility of speed. freeze frame and audio quality of the laser discs. Interactivity of videodisc has been categorized by the Nebraska Videodisc Design/Production Group (Parsloe et al., 1983). It is a five point scale which generally can be applied to both videodisc and videotape. Level 0 indicates a home use system and is generally not seen as having any interactivity. Level 1 contains: remote control. a search facility. freeze frame. forward and reverse motion. quick scan. slow motion and step frame replay. It is the simplest level of interactivity. Level 2. the midpoint of the scale. offers the first true interactivity. The equipment contains a small computer in the videoplayer which allows for branching away from the main body of the 23 program into loops or tangents. Additional features to Level 2 are scorekeeping and multiple choice. The instructional program cannot be changed in any way in Level 2 because the video. audio and computer programs are mastered on the disc; therefore. once the information is recorded on the disc it is impossible to make changes without re-mastering the disc. This is a serious disadvantage if changes are required. The hardware consists of a videodisc player. its monitor and keypad. Level 2 usage is mostly in comercial application such as point-of-sale (Parsloe et al., 1983). Level 3. the subject of this study. ”represents a video player of any kind linked to an external computer-mainframe. mini or micro“ (Parsloe et al., 1983. p. 17). This level offers the greatest versatility. A more sophisticated level of branching may be used and the shelf life of a disc may be increased by careful planning. The video material can be used with any number of programs and the computer programs are easily changed. Furthermore. the computer can generate text and graphics which can be used to enhance or supplement the material recorded on video. Level 3 is used in full scale simulation where an added computer is required to coordinate responses from disparate parts. In a more modest manner. it is employed in teaching and training where computer-generated graphics and text are required (Parsloe. 1983). Level 4 is defined as the workstation comprising the video and computer equipment. and the furniture. It also is seen as the “speculative level of technology as yet unattained by existing equipment.“ (Parsloe et al., 1983. p. 17). Parsloe's speculative level includes enhancements in hardware as well as the theory of use 24 such as artificial intelligence. Dyane 5. Butler (1984) also define Level 4 as “... a theoretical domain in which all things are possible" (p. 13). Problem Areas in IVD There has been a paucity of research on problem areas in IVD systems. At the present time. only one major study (Klotz. 1983) has been conducted which systematically investigated the problems and complications involved in producing interactive videodisc systems. In this study. Klotz (1983) conducted a survey of people who had attended an interactive videodisc symposium or workshop at the University of Nebraska ETV Center. The greatest areas of difficulty in producing an IVD were in computer programing. shooting. scripting. editing. and single frame edits. When Klotz reviewed the degree of difficulty in relation to levels of design. the data suggested the more sophisticated the level. the more likely problems will occur. This is logical since programing sophistication increases by level. The particular problems identified were in editing and single frame edits for Levels 2 and 3 because of the nature of editing for videodisc and the complexity of the program material in various projects. Time was reported as being most heavily impacted by scripting. single frame edits. and computer programing. Other problems related to time were: turn around time for disc mastering. and delays in hardware or promised new features in hardware by the manufacturer (Klotz. 1983). Additional problems identified by Klotz referred to: l. The client's lack of knowledge and inability to explain all the possibilities and problems. 25 2. Assembling a multi-disciplinary team that could comunicate and work together. 3. Deciding what to put on disc and what to put on the computer. 4. Planning enough at the outset of the project to keep the details coordinated. The solution to the problems encountered usually were to put more time and money toward the effort and continue finding solutions through trial-and-error. Klotz did not collect any data on costing though many comments by his respondents reflected a high concern about the cost. Nany of his respondents reported their companies have made a conitment to IVD and presently view the high cost and non-profitability of the medium as an investment in the future. A review of other published literature revealed that some authors tend to oversimplify. For example. Clement (1981) wrote: Videodisc producers generally agree that creating a videodisc progrmm is relatively easy. Organizations with the skills to produce a videotape or film should have little problem making a videodisc. Authoring systems now available greatly aid the process of creating program interactivity. (p. 13) Although Clement states that the production may be relatively easy. it isn't clear what Level of production he is defining. Nor can we judge what he. determines to ‘be adequate “skills to produce a videodisc.“ Such writings are often misleading to the uninitiated in IVD. Further. it is unclear how many producers agree with him. It appears from Winslow (1981). Gayeski (1984-85). Gayeski and Williams (1984). Floyd (1980). Etherington (1981). and Hon (1983) that. the opposite is true. They write of the complexity of IVD. not so much in terms of the hardware involved but the program content and programming 26 required for sophisticated branching. Etherington (1981) describes the complexity of IVD and decision making as follows: Options is the only word that comes closest to describing what it is like to produce for videodisc. Assuming there is a micro-computer coupled with the disc player. options may be left open from the shoot all the way to viewing the disc. It is like working with a piece of putty that can be molded to your specific need at any step along the way. The layout of the program breaks down into various segments which can be individually accessible. or can be combined in any order to conform to the desired presentation. Add some new menus with a character generator. or enter a new series of commands into the micro-computer. and the whole structure of the program can change. (p. 37) Parsloe et al., (1983) elaborate on problem areas of flowcharting. documentation and record keeping. and scripting. New personnel to IVD are frequently cautioned to speak with experienced people in the process to avoid costly errors. This researcher knows of an instance where a government agency undertook the production of a videodisc without prior experience. After identification of the tasks. they proceeded to shooting of each task in a sequence. Seven weeks were spent in shooting and fifteen months in editing before the project was aborted and started over. The lack of planning and record keeping made editing of the disc impossible. There was no immediate means of tracking pictures. a lot of needless duplication in shooting occurred and shooting time increased dramatically. Unfortunately. while this approach may have worked for linear video. interactive video requires a different type of planning. Another difficulty addressed in the literature refers to the establishment of a production team. Parsloe et a1. (1983) explain: 27 The size of the production team. like that of the budget. ought to reflect the scale and complexity of the project. Not that it always will -- getting the numbers right is a problem in jobs of all kind Anyone who works in [the] field knows of jobs that went wrong -- of very small companies producing monumental work. of teams so large that talented people sat idle. of projects so mismanaged that the full weight of the project fell on one person ..... ' (p. 205). Besides the team size problem. team composition in terms of talent and skill is another major factor. Professionals with CAI or video experience have old skills which need to be modified and new skills which need to be learned (Gayeski. 1984-85; Floyd. 1980; Non. 1980 and Parsloe et al., 1983). The extent of the problem is explained by Parsloe et al. (1983): Teamwork is a combination of talent. hard work and good planning. and is a function of management and personality as well as experience and training. Interactive video is still on such a growth curve that there are not enough people with qualifications such as formal training and practical experience to meet the demand. This may be the case for a few years yet [creating] a danger of some clients' falling into the hands of production companies who can't deliver the goods. (p. 205) Parsloe goes on to say: From the production company's point of view ... Those people with genuine interactive production experience have the pick of jobs (and salaries) and the rest have to fall back on a combination of relevppt egperience and a willingness to learn the trade. (p. 205) The problem of team members is greater on small projects since people have to develop all around experience rather than become specialized. It is difficult. if not impossible. to find the right combination of skills. 28 The types of personnel on the team typically are (Parsloe et al., 1983): a System Analyst or Problem Analyst c the architect of the program. A person who sees how something is done or ought to be done and then designs and implements new and better ways of proceeding. 0 Instructional Designer = the person who knows how to arrange and present the information in a way that its audience will enjoy and understand. 0 Information Programer = translates the work of the instructional designer into computing terms. 0 Audio Visual Production . employs a typical video production team of a producer. director. production assistant. subject matter expert. art director and possibly a script writer. a Project Nanagement = involves a production secretary tasked with the administrative work and the project manager responsible for all administrative and material considerations. A final problem addressed in the literature is the cost factor. To date. no clear guides exist to tell what an interactive videodisc program will cost. While the literature on coating is sparse. the authors (Bright. 1983; Floyd. 1980; Gayeski. 1984-85; Kirkpatrick 8. Kirkpatrick. 1985; Klotz. 1983; Kribs. 1979-80; Naxwell. 1985; Nerrill. 1980; Parsloe et al., 1983) agree that there is a real need for better definition of the cost to make IVD a more viable medium. When looking at the medium there is a difference of opinion on what drives the cost. Parsloe et a1. (1983) say: 29 The cost of the project will reflect both production expenses which do not differ greatly from those of conventional linear video. and costs run up in a design stage which is considerably longer and more complex than the traditional medium. The time taken to select and develop delivery and authoring systems. to research a project and to analyze its component parts. to prepare draft flowcharts. scripts. storyboards. computer programs and documentation. can account for more than half of the production schedule before a foot of video is shot. (p. 221) Nerrill (1980) concurs that production costs are the same as for standard film or video tape. Bright (1983). on the other hand. indicates the cost of actually pressing a disc is prohibitive. along with the necessity for large staffs of people with varying skills. Winslow (1981) cements on the hardware associated with IVD as very costly: This kind of videodisc application begins with a player for “$2.500 to $3.000 then adds $1.500 and up for mastering and replication of each 30-minute program side -- and all of this is before we get down to the really serious. above-the—line costs involved in designing. scripting. computerizing. testing. validating. and installing a given instruction. training. and information program. (p. 38) While cost and control of cost is a major issue. the procedures for costing an IVD project is seen as an even greater problem as discussed below. Costipg Procedures form The preparation of a proposal with detailed cost figures to cover the span of a project presents a challenge given the varying degrees of content as well as design complexities which can be pursued. To date. no research has been done on cost models which directly relate 30 to interactive videodisc. While some use costing models for computer aided instruction (CAI) and join them with cost models for linear video production as a base. numerous cost items are not accounted for. Further. many of the cost models in CAI are calculated on some comon rule of thumb such as “100 to 200 hours of development time for every hour of instruction developed“ (Kearsley 1983. p. 56). Of course. this general rule is then modified by Kearsley with the explanation. “The amount of time required (and hence costs) will vary considerably with the type of C81 involved. the capabilities of the system and the experience of the personnel“ (p. 56). Gary (1987). argues that the concept of hours of development time per hours of CBT is invalid “because in extensively branched. learner-controlled. or inquiry-based instructional programs. we can't define 'an hour of CBT [Computer Based Training)” (p. 178). Like Kearsley. Gery says time and cost depend on situational variables which must be determined on a case-by-case basis. Gery further writes that the ratios quoted of 25:1. 150:1 or 400:1 are usually unsubstantiated industry averages. Translated into dollars the ratio figure for CAI development are quoted anywhere from $10 per minute to $600 per minute. This provides little guidance for CAI development much less for IVD development. To this base calculation must be added the cost of hardware and software acquisition and if the project entails implementation. the operational costs. as well as expenses associated with personnel and facilities (Kearsley. 1983). In a 1985 Society for Applied Learning Technology (SALT) workshop on CAI. Research and Planning. Inc.. provided CAI costing worksheets with relative values (See Appendix A). Gery (1987) in her work has 31 identified and summarized all of the general CBT variables referred to above into four major categories: courseware. technical. human and other. Within these she has identified more discrete variables which affect time and cost. These variables are then plotted on a scatter diagram from low to high in terms of development time and development cost. Then. defining an hour of CBT as“...a course that is linear in nature. includes conditional feedback. and restricts the use of conditional branching to review segments“ (p. 188). Gery shows a development graph of 85-150 development hours per CBT hour as low cost and time. 150-300 as medium cost and time. and 300+ as high cost. The cost of the project is then estimated based on where the preponderance of the variables fall for each project. Adjustments would have to be made to the hours if the CBT being developed was more interactive and complex than the definition outline. Gery readily admits. to estimate accurately using this model. you would have to be a highly experienced and seasoned CBT developer. Nest of the other CAI literature refers to cost benefit models (Heath. 8. Orlich. 1977; Kearsley. 1982 and 1984; Kielt &. Spitzer. 1977). which do not provide the guidance required by developers. or acquisition models for existing software (Pressman & Rosenbloom. 1984). Production costs in interactive videodisc systems are often based on linear video costs. Whitney (1980) cited the following costs: 0 Edited material on 16mm costs - $500-$700 for premastering a Nastering costs equal about $1,500 a A computer program added to the disc adds another $500-$1.000 0 Cost of the disc is $10 ($5 per side). Since Whitney does not elaborate on the length. details. level 32 and number of discs for the program. one can not use the data as a formula for coating IVD projects. Daynes (1984). when questioned on the use of costing projects by cost per running minute. indicated the following figures: For a computer-controlled interactive videodisc with every available option. including a touch screen. computer graphic overlay. still frame audio. and a very high level of production value. the production cost could run as high as $10,000 per linear minute. For a 30-minute disc that is a pretty expensive program. However. costs. in my experience. average around $3.500 per linear minute. This includes both design and production costs. (p. 32) Kulvicki (1985). at a SALT workshop for interactive videodisc. disseminated a costing equation for the mastering of a disc: Cost/Hr. = f ; a Rsrnsscnum(neoplasm-19g Cost + Cost .5 e 1 - 1.8F + 1 SF Narket Size Per 100 360 Disc SF . number of single frames SFC a single frame production costs (Bennion estimates 810) HP = number of motion frames NFC s motion frame production costs (Bennion estimates 3.20) 360 = number of still frames for one hour of instruction (10 sec .1 frame) 1 SF a percentage of disc space containing still frame instructions No further explanation is provided on application and usage. Kribs (1979-80) provides costing information on the videodisc delivery system by capability. A consumer model with passive audio-visual programs. some programmed instruction. and without an authoring feature is estimated at $700. The range than extends to a full video resolution color graphics with NTSC color overlay which can be used for interactive equipment simulation. This version allows for full video resolution color graphics to be developed and modified without disc mastery. The price estimated is 320.000. Into these figures 33 must be added the cost of development and production. Nerrill (1980) breaks the costing into development and production. mastering and replication. and equipment. Nerrill sees the basic cost of producing master sequences as ranging from 81.000 to $4.000 per minute. The production of still frames using original art and revisions will cost $100 per frame. These figures do not include the front-end instructional design costs. If the videodisc is to be controlled by’ a microcomputer. the production costs *would require computer programming. The standard costs for programming PLATO courseware extend from $50 to $200 per hour of instruction depending on the skill of the author (Nerrill. 1980). Kalba (1978) reported that different authors estimate the development and production costs as ranging from $5,000 to $700,000. The low and estimates involve assembling materials from. existing sources with. minimal front-end costs. while the latter includes expensive original motion sequences. Thus. we can conclude it is extremely difficult to estimate the development and production costs with the large number of variables. Nerrill (1980) found that mastering and replication costs for IVD by Disco Vision Associates cost 83.500 for two-sided video disc with 30 minutes per side. The more discs produced. the lower the overall price. i.e.. 3000 copies could cost 833.000 or $11 per disc. Equipment costs vary with the sophistication and complexity. Nerrill estimates costs from $500 to $3.000 per unit. These prices are consistent with figures given by Winslow (1981). Kirkpatrick and Kirkpatrick (1985). Kribs (1979-80). and Daynes and Butler (1984). Parsloe et a1. (1983) provide more guidance on the elements which make up the cost of an IVD project. They divide the cost and 34 labor into three phases. Phase I involves only people. This phase covers all aspects of the research and design. It is labor-intensive and considered to be the most difficult to estimate. All team.members may become involved in this phase. Phase II requires cost and labor estimates to cover people. facilities. equipment. stock. goods. royalties. incidentals such as travel. in—house administrative items and production costs. This phase requires the listing of every single activity in the production schedule. citing the individuals whose work is needed. the time allotted to each task and all the required facilities equipment and supplies. Phase III is the information programing. where it all comes together. In this phase. the fine detailing in the design of both individual computer screens and the branching pattern as a whole take place. Once completed. instructions to the computer are input and then linked to the video player. The last aspect is testing the product. In this third phase. the delivery system equipment and entire team of people are again included in the cost. Parsloe et al. indicate this is also “a labor-intensive phase. but easier to budget than Phase I since the team now have a reasonable idea of the general size and scope of the work involved“ (p. 228). Several aspects surface in the Parsloe. et al. model. First. no guidance is given on how to cost design variables or to judge time. The guidance: is merely that of content. categories. Secondly. the authors presume coating will be accomplished in phases. thus providing insight to management on cost variables and a more accurate assessment of time as the project progresses. However. most projects for industny and government often require the submission of a firm-fixed price for the total project before any work is begun. Such costing is 35 prone to severe errors in judgement because it is often undertaken without benefit of a content analysis or a design specification which could provide some insight. Case Study and Field Research Case study as developed by anthropologists and sociologists is a qualitative method of research which is well documented in the literature. Franklin a Osborne (1971) show that the early literature reflects a conflict between qualitative and quantitative research by citing such works as Lundgren's C_a;e study .vs. statistical methods done in 1941. In that particular work. Lundgren wrote that each method has a purpose and may supplement or contribute to the other. While the debates still linger on today over quantitative vs. qualitative. it has come to be an accepted fact that both types of research are important. often complementing each other in a research design (Campbell. 1979; Isaac & Hichael. 1979; Patton. 1980; Reichardt 8. Cook. 1979). Campbell (1979). a recognized guru of quantitative research. goes to great lengths to correct his excesses against case studies. He indicates that qualitative research. like quantitative research. has weaknesses but often times quantitative findings can only be explained by qualitative research. Specifically. Campbell cites research where results in quantitative research cannot be replicated in subsequent research. It is often only through qualitative study that the confounding variables can be learned to provide a premise for further quantitative research. He stresses that quantitative research often generates what is happening without being able to explain why. while qualitative research may help to generate the theory or explanation behind the phenomenon. Campbell cites 36 qualitative research as the common-sense knowing upon ‘which quantitative research should build and go beyond. Campbell suggests the use of both qualitative and quantitative methods to clearly study a phenomenon. ‘Where the results of the qualitative research. are “contrary to the quantitative results. the quantitative results should be regarded as suspect until the reasons for the discrepancy are well understood“ (p. 52). While researchers concur that both quantitative and qualitative methods combined make for a stronger research design. Reichardt and Cook (1979) admit this is often difficult since it makes a study more costly. requires more time to do and most researchers are not sufficiently trained in both methods. Thus. one can conclude that the driving force for selecting a research method should be the research question. and a research methodology should be selected which can adequately answer it. The case study approach is defined as “... an intensive. detailed analysis and description of a single organism. institution. or phenomenon in the context of its environment” (Anderson. Ball. Hurphy & Associates. 1979. p. 46). Isaac and Nichael (1979) describe it in a similar manner. '[an] in-depth investigation of a given social unit resulting in a complete. well-organized picture of that unit“ (p. 20). Franklin and Osborne (1971) approach the definition a bit differently: The case study ... is not a specific technique. Rather. it is a method of organizing data for the purpose of analyzing the life of a social unit ... [using] both the historical and functional approach in an effort to see the social unit as an integrated whole. (p. 184) 37 Franklin and Osborne define the historical approach as the use of existing documents. records. life histories and statistical records which may provide critical information. The functional approach involves the collection of data through observations. interviews. questionnaires. and surveys. Essentially. the functional approach generates all of the information for interpretation while the historical approach interprets existing information to explain a phenomenon. All of the literature agrees that the case study approach allows for the gathering of information about a select unit to define some characteristics about that unit of interest to the researcher. Isaac and Nichael (1979) indicate the purpose of the study will determine if all or only selected segments of a unit will be studied. Host of the researchers agree the greatest benefit from the case study is the determination of “important variables. processes. and interactions that deserve more extensive attention" (Isaac 8. Nichael. 1979. p. 20). Glaser and Straus (1970) and Patton (1980) concur indicating case studies are a valid means of research to derive concepts and interrelationships to form a set of hypothesis for a given area. Foreman (1971) sees the use of case study for the purposes of illustration. concept and hypothesis development. hypothesis testing. prediction or postdiction. methodological testing or refinement. He clearly points out the use of the case study is best in new fields of research with little prior accumulated data or when the research problem demands conceptualization. Weaknesses of the case study method center on the lack of representativeness and consequently the inability to generalize the 38 findings to other units (Campbell. 1979; Isaac E Hichael. 1979). While this is an accepted weakness by this researcher. it also is believed if the purpose of the study is to generate findings so that others might generate hypotheses for further study. the inability to generalize is not a negative factor. A second weakness discussed by Campbell (1979). Isaac and Nichael (1979) and Patton (1980) is the vulnerability to subjective biases. Huch of this bias can be controlled through sampling. and the procedural methods adopted for data collection and data analysis (Foreman. 1971; Patton. 1980; Whyte 1982). By establishing prior criteria for sampling. a researcher's bias can be circumvented or at the very least minimized. To do this. the statement of the problem must be clear and the research questions outlined. Sampling may be random if generalization to a larger population is desired. Purposeful sampling "is used as a strategy when one wants to learn something and come to understand something about certain select cases without needing to generalize to all such cases“ (Patton. 1980. p. 100). This is generally the sampling procedure which is used for the development of baseline data. Bias during data collection may be controlled through the use of interview guides (Patton. 1980; Whyte. 1982). The guides ensure similar data is collected from all respondents while allowing for a free flow of information. An additional method for control of bias during data collection is to cross-check information with more than one respondent or with other researchers (Patton. 1980; Foreman. 1971; Whyte. 1982). In addition. all qualitative researchers indicated bias can be controlled through the use of research interviewing techniques 39 such as the use of a tape recorder to prevent researcher misinterpretation or forgetting of key information; the use of open-ended questioning; and conscientiously refraining from judging the responses which might lead the respondent (Patton. 1980; Whyte. 1982). Finally. by writing notes and compiling data as soon after an interview as possible. selective recording of data will be circumvented and a more accurate record will be generated. Bias during analysis can be controlled in several ways. Foreman (1971) suggests controlling bias by doing a comparison across cases. To conduct such comparisons between cases as well as within cases Patton (1980) and Whyte (1982) construct and reconstruct patterns. categories and typologies to ensure that the best fit to the data is achieved. To check the validity of the data analysis. an analysis of the case data can be conducted by independent researchers (Foreman. 1971) and the results compared for agreement. Patton (1980) recounends checking the validity of the data analysis by having the people described in the data analysis react to what is described. Patton suggests from this reaction. there is “a great deal which can be learned about accuracy. fairness. and validity” (p. 338). The entire issue of bias can best be sumed up through Campbell's (1979) discussions with Becker. Becker found that invariably the researcher undertaking an intensive case study ends up finding out that his prior beliefs and theories were wrong. Chapter Sumary A search of the literature shows that there is a paucity of reliable cost models which apply to IVD development and production projects. The study by Klotz clearly shows there are problems in IVD 40 development and production. Further. writings of Floyd. Gayeski. Kribs. Parsloe et a1. and others indicate considerable trial-and-error experimentation with the medium. Present writings are too general to provide the guidance required to avoid the present trial-and-error approach. A better understanding of the requirements to produce a Level 3 IVD will help a client to more accurately fund and the contracting agency to more accurately cost a project. This in turn will better assure that clients will receive the product for which they contracted and that the contracting agency will not suffer a dollar loss in producing that product. The case study approach is cited in the literature as a viable qualitative research methodology to derive important variables. processes. and interactions. The results of qualitative research are then subjected to more indepth study using other research methods. The case method is particularly good for study in areas where little prior data exists and there is a need for conceptualization. such as found in the coating of interactive videodisc. CHAPTER III HETHODOLOGY As indicated previously. the study was designed to collect baseline data on the variables associated with time and cost overruns in Level 3 interactive videodisc (IVD) development and production. In this chapter a description is provided of the study design. sampling plan. data collection instrument. data collection procedures. preparation of data. and the data analysis. Study Desigp This study used a case method approach to derive the key problem variables which affect time and cost in Level 3 IVD projects for industry and government. The case method is recognized as a legitimate method of inquiry to pioneer new ground and uncover variables which deserve further research. Anderson. Ball. Nurphy and Associates (1975) define a case study as “... an intensive. detailed analysis and description of a single organism. institution. or phenomenon in the context of its environment“ (p. 36). Isaac and Nichael (1979) define a case study as an: In-depth investigation of a given social unit resulting in a complete. well-organized picture of that unit. Depending upon the purpose. the scope of the study may encompass an entire life cycle or only a selected segment; it may concentrate on specific factors or take in the totality of elements and events. (p. 20) 41 42 Isaac and Nichael further explain: Because they [case studies] are intensive. they bring to light the important variables. processes. and interactions that deserve more extensive attention. (p. 20) Glaser and Straus (1970) and Patton (1980) indicated case studies are a valid means of research to derive concepts and interrelationships to form a set of hypotheses for a given area. Since the literature to date is sparse and general on the processes and procedures used in all phases of IVD development. and little research on costing IVD is published to date. the case method provided the most viable means to build a bank of baseline data to meet the objective of this study. answer the established research questions and provide data for the establishment of hypotheses in future research. Data from three Level 3 IVD projects for industry and government were collected and analyzed. Each case selected met the criteria established and outlined in the sampling plan. The data were collected by the researcher through in-person guided interviews and examination of project documentation and products. Complete cases were built by interviewing various project personnel from the contracting agency so as to obtain the perspectives and facts from the project manager. instructional designer. information programmer and video producer. On some teams a single individual filled the requirements for more than one position on a team. ‘while in other cases several individuals performed discreet tasks of a single position. In some situations. one position was held by several different people at varying stages of the project because of expertise or because of staff turnover. In each case. enough personnel were interviewed to adequately cover all the project 43 aspects. The study focused on the problems or processes which created a dollar loss to the. contractor and only contractor personnel were interviewed. All subjects and agencies in this study' were provided confidentiality. Each case has been coded by numbers and by letters for the subcontractors within a case 'where necessary. All other identifying information has been screened and/or coded in an appropriate manner. Research Questions The specific focus of the investigation was delineated in terms of the following research questions: 1. What type of knowledge is needed and when does it have to be available to make time or cost estimates for an IVD project? 2. To what extent does client IVD knowledge. as reported by the contractor. have an effect on time and cost of an IVD project? 3. What effects. if any. do contractor agency size and capability have on time and cost of an IVD project? 4. What functions does each team member perform in the process of carrying out an IVD project? 5. What effects. if any. does project team organization. and personnel IVD training and experience have on time and cost of an IVD project? 6. What activities in a phase have a time and cost effect on subsequent phases of an IVD project? 7. Is one phase more likely than any other to affect time and cost of an IVD project? 44 8. What effects. if any. does IVD hardware have on time and cost of an IVD project? 9. What effects. if any. does IVD software have on time and cost of an IVD project? 10. To what extent do unintended events and unplanned events create a time and cost overrun in an IVD project? 11. When and under what circumstances do unexpected costs occur in an IVD project? 12. When and under what circumstances do unexpected time delays occur in an IVD project? Sampling Sample Selectiop The final study sample consisted of three cases. All cases were selected by the researcher from a list of nine Level 3 IVD projects secured through contacts of the researcher. contacts of the Editor of Videodisc Nopitor and contacts of the Director of the Society for Applied Learning Technology (SALT). All projects selected represented purposeful samples (Patton. 1980) so as to ensure that the objectives of the study would be met. For purposeful sampling and the conduct of basic research. as few as one case may constitute a legitimate study. A minimum of three cases was established to cover possible variability due to content. staffing. hardware and project size. The established minimum of three cases allowed for a means of comparison and enough data from which to derive more definitive variables. Of the nine projects identified. eight projects met the following established criteria: 45 1. A Level 3 IVD training project as defined by the Nebraska Scale. 2. A completed or nearly completed project so data could be collected from the analysis. design. development. and production phases. 3. A contracted training development project for government or private industry. 4. A fixed price contract which experienced a cost overrun. 5. The availability of more than one team member for interviewing. covering the major positions of project manager. instructional designer. programmer and video producer. After the initial phone contacts to verify the projects against the criteria. two of the eight companies were unable to participate because of litigation or an inability to get approval from company management. The remaining six projects were accepted as valid cases for the study. During data collection interviews. it became evident that three projects were actually a part of one large project for a client and a fourth company was a subcontractor to one of the three within this same project. Although there ‘were differences identified between these four companies in such aspects as project management. team composition and contractor organization. the client established methods. procedures and equipment to be used by all the contractors producing discs. To avoid bias. the data from the three projects were treated as one case for purposes of this study. The net result was a total of three cases for the study. 46 Sample Case Descriptiop Case 1 was undertaken by a large state university in 1985 to produce six double sided Level 3 IVDs with accompanying print materials for a large firm in private industry. This project was a conversion of an existing audio-tape and print program to interactive videodisc. The contract required mainly development and production phase work. Case 2 was a contractual effort undertaken by a private training consultant and development firm for a branch of the military. The effort was begun in 1984 and is presently being readied for delivery. This project. was for the development of maintenance training for highly sophisticated equipment. All phases from analysis through final production were a part of the contractual effort. Case 3 was undertaken by several private training development firms to produce eleven Level 3 single-sided IVDs for a manufacturing company to teach maintenance and repair of their product. Five of the discs were conversion efforts from Level 2 IVDs. The remaining six were new discs. The project had three separate contractors. Contractor A produced four single-sided discs. Contractor 8 produced one single-sided disc and Contractor C produced six new single-sided discs plus the computer managed instructional (CHI) system which supported all of the discs in the project. Each contractor within this case took the disc from design through development and production. Qgta Collection Instrument The literature was reviewed and an interview guide. to include demographic data. was developed. The interview guide approach as defined by Patton (1980) “involves outlining a set of issues that are 47 to be explored with each respondent before interviewing begins“ (p. 198). Both Patton (1980) and Whyte (1982) agree that the issues are not covered in any particular order or with any standard wording. The actual questions to elicit the information are generated during the time of the interview. The guide merely serves as a checklist to ensure that similar information is collected from all the people interviewed. Whyte (1982) explains best the reason for the guided interview: In research we want the informant [respondent] to talk about things of vital interest to him. but we also need his co-operation in covering matters of importance to the researcher. though possibly of little interest to the informant [respondent]. (p. 112) The interview guide approach was used in this study to help ensure the systematic collection of similar data across cases and from individual subjects within cases; establish an initial organization of content for analysis purposes; provide topical areas within which to explore. probe and ask questions that would elucidate and illuminate a particular subject; and keep the interviews focused. The interview guide included the collection of direct case related content. demographic information such as experience and training of team members. and contractor organization size. age. description. and experience in the medium. The final 9-page interview guide included an orientation to the subject regarding the purpose of the study. an assurance of confidentiality. and an elicitation of the project description to set interviewees at ease. Sixty-five questions were developed and grouped under the following topics: (a) General Information. (b) Analysis Phase. (c) Design Phase. (d) Development Phase. (e) Production Phase. 48 and (f) Budgeting Phase. The interview guide used in this study is presented in Appendix C. Data Collectiop Procedures Data for this study were collected through audio taped in-person guided interviews. follow-up telephone interviews. and examination of documentation and products made available by the subjects of this study. Documents provided varied between cases. Some of the types of documents included Requests for Proposals (RFPs). proposals. instructional and system specifications. trade-off analyses and monthly progress reports. In several instances. correspondence and personal progress logs were provided. The study was conducted over a four month time period extending from November 1986 to Narch 1987. A list of potential cases for study was obtained as outlined in the sampling plan. The identified contracting agencies were contacted by phone to enlist their cooperation and determine whether the case met the established sample criteria. If it did. an appointment was made for a personal interview on-site. Each phone contact was followed with a letter and explanatory sheet (Appendix B) about the research study. confirming the appointment and outlining the time requirements. Pilptggpterview A pilot interview was conducted with one of the sample cases using the interview guide. Since no substantive changes were required to the interview guide or overall interview process. the pilot interview remained as a part of the sample in this study. Interviews On—site. audio taped interviews of contractor personnel using the 49 Interview Guide were conducted. It was calculated that from eight to eighteen hours of interviewing time were required per case depending on the size. complexity and number of personnel on the team of the contracting agency. Each initial interview lasted from two to three hours. The interview' notes and content. were reviewed immediately following each interview to expand notes into) more comprehensive detail. Thank you letters to agencies participating in the study were sent. Case Record A case record. or compilation of data. was developed for each case by transcribing interview tapes. organizing field. notes. and editing redundancies and ordering the content. Once this was accomplished. follow-up interviews were conducted for content clarification and collection of additional data overlooked at the first interview; One project manager. instructional designer and programmer were contacted for additional information in each case. As expected. using this data collection methodology. more information was available from some individuals than from others. These differences were of concern to this researcher since one cannot always be certain how the findings are influenced by these qualitative differences in the depth and breadth of information received. Patton (1980) explains that for the conduct of basic research one is attempting to understand the whole so differences such as these are not as much of an issue. However. the differences were minimized as much as possible through the application of interview principles. use of the interview guide and conduct of follow-up interviews before the analysis began. 50 PriqciplLes for I_nperviewit_:g To ensure the success of the interviews. the principles of interviewing as outlined by Patton (1980) were applied by the interviewer in this study. These principles include: 1. Use of open-ended questions. The use of open-ended questions avoids a predetermined response. Open-ended questions allow the respondent to answer in their own terms taking whatever direction they want in order to represent what they want to say. It is known that a series of closed questions is likely to lead the interviewee to giving what they expect the interviewer wants to hear. making the data unreliable. Use of singular questions. Asking a single question at a time will avoid confusing the interviewee and will help ensure a clear and complete response. In addition. it *will avoid problems interpreting the response during the analysis process. Use of peutral questi_o:_|_s_. Patton defines neutrality as meaning “... that the person being interviewed can tell. me anything without engendering either my favor or disfavor with regard to the content of their response“ (p. 231). To do this. Patton suggests developing rapport by conveying empathy and understanding without judgment. Both neutrality and rapport can be handled by asking illustrative questions which show the interviewer that no response will be a surprise. Use of clear questions. To ask clear questions. the interviewer must use mutually understood terminology and labels. This includes using language and terminology that is understandable and part of the frame of reference of the person being 51 interviewed. Questions using the respondent‘s language are more likely to be clear to the respondent. Patton further suggests using prefatory and transitory statements to help the interviewee focus on the subject of immediate interest to the interviewer. 5. Haintain control of the ipterview. Time is precious and can be used most effectively by knowing the interview guide. asking the right questions to get the desired answers. and giving appropriate verbal and non-verbal feedback to the person being interviewed. To accomplish this requires the interviewer to listen carefully to make sure the response received provides the answer to the question asked. Beyond the direct. questioning principles. Patton (1980) makes some suggestions for recording interviews. The following as abstracted from Patton were applied in this study: a An explanation was given to each interviewee as to why the interviews were being taped. 0 Notes were jotted down in key phrases and lists of major points were made to help in formulating questions. pacing the interview and capturing the interviewee language. a Recordings were conducted by: - Checking the working condition of equipment prior to and again at the beginning of an interview. - Selecting a quiet area for the interview. - Turning the recorder off during irrelevant discussions. - Labeling all tapes properly with the name of the interviewee. date. company and position. Code numbers and 52 letters were assigned to each case before analysis began. 0 Expanding notes after the interview by recording impressions and adding information observed during the interview. 0 Checking each tape inediately after the session to make certain the recorder functioned properly during the recording so that notes could be made from recall if necessary. There were no recording failures either during recording or subsequent transcription of the tapes. Data Analysis The following general procedures to analyze the case data collected were used. This researcher would like to caution the reviewer at this point. that. case» method analysis procedures are driven by the resulting content from the interviews. Patterns. categories and themes were experimented with until the best fit evolved from the data. Essentially. the following rules or guides were established by this researcher for the analysis: a The data in the analysis were to be tied to behavioral facts which are more easily observed and verified. e The facts gleened from the data had to be verifiable through a cross check with other people on the project. a Researcher derived facts from the data had to be verifiable against facts derived by a second researcher. a Two dimensional matrices would be used to develop an understanding of the data and to present the data. 0 Examples were to be kept at a minimum for presentation of the data to avoid a lengthy and cumbersome report which would be difficult for the reader to follow and understand. 53 Case records were built for each case to serve as the major source of documentation. Each case was constructed in accordance with the phases of analysis. design. development and production. Within these phases the data were organized by chronological order of events and by team members to better determine when problem variables occurred and which team.member(s) were involved. Each case was examined and problem areas highlighted. Problem areas were further examined to determine whether a cause was evident or whether the problem identified was a symptom. For example. if a programer indicated major time was lost because of bugs in the authoring or programing language. the interview data were further scrutinized to support. refute. or identify a different cause. The real reason for time loss could have been the programmer's lack of familiarity with the language. equipment incompatibility. or one of many other possibilities. These variables were listed as primary or secondary and categorized into phases in accordance with the established effects. An attempt was made to develop matrices and differing comparison processes to cross check information. and identify variables which might not be evident in any one type of classification or category system. The exact type of matrices and comparisons were determined by the data collected. The most suitable fit for the data appeared to be in accordance with the IVD process phases. team position and research questions. This allowed for some comparison and assessment of the similarities and uniqueness of each case. Data matrices were analyzed to arrive at a preliminary set of findings. Another researcher. familiar with IVD and schooled in 54 instructional development. was asked to review the raw transcripts and suggest possible matrices for the data. Since this second researcher arrived at the same types of matrices as the author of this research. copies of the author developed matrices were provided to the researcher for analysis. The findings and conclusions of the researcher were compared to those of this study's author. Differences were discussed and resolved either by the collection of more supporting data for the finding or the item was dropped if sufficient evidence could not be found. The result was a final set of findings. Chapter Sumary The Case Study research methodology used to abstract the variables which any cause Level 3 IVD project time and cost overruns has been described in this chapter. The methodology involved a researcher developed interview guide and audio-taped. in-person interviews with project personnel on each of three cases. Three cases were selected for the study in accordance with preestablished criteria. All interviews were conducted applying the interview principles and taping procedures outlined in Patton (1980). Personnel holding the key positions of project manager. information programmer. instructional designer and video producer were interviewed for each case. The data analysis involved several attempts at development of matrices and comparison procedures built from the interview transcripts until a good fit was achieved. The data were best analyzed by phases and team position. Validity in the case data analysis was achieved through the use of another researcher who independently reviewed the interview transcripts. suggested matrices 55 and comparisons and derived findings. Where differences occurred in findings between this author and the validating researcher. additional data were collected to either support or refute the finding in question. CHAPTER IV DESCRIPTION AND RESULTS In this chapter. the results from analyses of the data for three interactive videodisc Level 3 projects for industry and government are presented and discussed. This chapter is divided into three sections: (a) case descriptions. (b) results. and (c) sumary of findings. The results section is further subdivided in accordance with the research questions of the study. gq§e_gescriptiop§ Three cases were selected for study. Case 1 and Case 2 were individual contracting agencies. each with a client for whom they produced a product. Host of the work required to produce the product was performed by personnel within the contracting agency. Facilities and/or services consisted of hired vendor services for audio recording. video production and editing. However. each agency remained very closely involved. frequently performing the work themselves using the hired facilities and equipment. Case 3 consists of three contracting agencies working on a single project for one client. The individual contractors each had subcontractors for the work. The relationship of the client. contractors and subcontractors within the Case 3 project are as diagramed in Figure 1. 56 57 958%.»: 38258 e8 .56 n 88 .F maze: _§__e.a__¥§_ airs... .....i Z 1.. H H... I :fii .. 7%.. i: m 1 IR? s H + _ #2540 ; 58 The amount of project work performed by each major contractor within Case 3 varied greatly. Contractor A subcontracted all of the major activities. acting more in a role of administrator and procurer of materials. In contrast. Contractor C performed most of the effort internally. contracting for added personnel and facilities in video production to supplement their in-house capability. Contractor B had some in-house production capabilities. subcontracting mainly for writers and programmers. As in Cases 1 and 2. the individual contractors (A. B. and C) in Case 3 were required to go outside of their organizations for audio recording and tape editing facilities. The equipment and facilities required to perform audio recording. tape editing and video lighting and shooting are highly specialized and often are not a part of a general training contracting agency. Key Case Elements The basic elements of each case are presented in Table 1. Because of the nature of IVD. the size of the project cannot be judged by the number of discs produced or by the timeline within which it was produced. The amount of disc instructional content varies by nature of the format. For example. both motion and audio require large amounts of disc space in proportion to the instruction presented. Case 1 used audio extensively and no motion. Case 3 used both audio and motion extensively. while Case 2 used almost no motion and no audio. The product in Case 2 is composed of still frames and computer generated graphics. Hotion is simulated through the programming of the still frames. thus allowing for more instructional content. In addition to the effect of presentation format on the disc. one must note the differences in the amount of disc space used. 59 TABLE 1. Case Description 1 n s Cqso 1 Caso 2 Case 3 Contractor A Dnivorsity Collogo of Nilitary analysis and Private industry training Education Department training firm. software dovolopmont fir-a with onginooring. technical subcontracting to produc- onginooring sorvicos tion and programming I ___ hqqqos Cliont Equipment manufacturer and Department of Dofonso (DoD) Auto manufacturor training dovolopqg qqqpqqiqq ainin a one __ Pnrpouo Convert filmatrips. audio- Dovolop s Lovol 3 IVD for Convort Lovol 2 IVD to tape and print materials equipment maintonanco. Lovol 3. to Lovol 3 Train SNEs in IVD dovolop- Produco now programs. most and production. Develop an authoring lan- ’ naugo fog limited qutiqg. Product 4 doublo sidod discs: 1 doublo sidod disc: 00 ll singlo sided discs (5 . still frame. audio. naintonanco tasks. vory lovol 2 convorsions. 4 - graphics. studont work small amount of motion now discs): Computor Journal. or installation soquoncos. still frame. so Hanagod Instruction pack- guido audio. graphics. CH1 pack- ago. mostly notion. mini- ngo. suthor/oditing pack- mal still framo. audio. ago. student workbook. graphics author/oditor documenta— tign, Timolino 10 months Approximately 42 months 4 - 9 months variod by (1905-lgggl (3 1/2 your!) (less-12!); c 5- 986 . Estimatod lnstruc- 50 Era of IVD Piguros woro not svailablo. Porty-fivo minutos to l 172 I tional Tins 50 hrs of C81 udthout video Estimatos aro botwoon 30-50 hours per disc : hrs. Phases Ninimal dosign and dovolop- Analysis. Design. Dovolop- Design. Dovolopmont. n c o P uct Staff Project Ngr. (financial) Project Ngr./Inst. Dovolopor Throo soparsto contractors Training Iiuipnonf Configuration rune last. Dosignor/Producor Inst . Dosignor/Progrs-or Studont Graphic Artists (0) Student Programmers (S) (2) Project Ngr./Progrsmmors (2) Analyst/Editor (l) Programmers (3) Subject Nattor Exports (SEE) (3 - 4) at a time loto: Staff changod throughout the project. Usually 3 - 4 contractor porsonnol worn on tho project at a given tins. touch scroon keyboard gqptrsctog A Project Ngr. Subcontractor A-l Project ng.IDosignor 3 Programmers l Dosignoerritor Subcontractor A-2 1 Producor/Diroctor. support staff gqntgacto; ! Project Ngr.IDosignorl Producor Subcontractor B-l Writer/Dosignor Subcontractor 0-2 3 Programmers t actor C Project Ngr Producer/Diroctor plus 5 pooplo lust. Dosignors/Writors (3 1/2 - 5) Editors (2) Sony View 2000 light pen bar codo roador gpyboarq (QQQtogs oplu) Contractor Pur- All providod by cliont Proapqggqgo (5) Sony on 2000 touch scroon light pen 3 systems. 3 softwuro 4 systems. 2 software pack- chssod Equipment A packagos agoa. and graphics soft- [qftwaro wars [inql goggwqpo PC Pilot CA as ic ttico Lunona r c Initial Cost Sid 3100.000 - 8130.000 8450.000 - 8550.000 Conbinod total of all 3 con- o tr tors - 7 Porcontago of Cost 15% - 20! 40% - 451 351 - 401 Cll - Conputor-Sasod instruction 60 Case 1 did not use all of the disc space, and Case 3 discs each contained the same parts of the Computer Hanaged Instruction (CHI) program at the beginning of each disc. thus requiring less individual production and programing. Further. each disc in Case 3 was a one sided disc while the other two cases produced double sided discs. Timelines in each of the cases *were compressed or expanded through variations in the number and amount of staff assigned to the effort. Staff members did not spend 100 percent of their time on the project in any of the cases. The number and type of staff varied by project phase and criticality of the deadline. Video producers and directors usually only joined a team during the end of the development and early portion of production phases. Each case used the services of only one programer at the onset of the project. This usually increased to three or more programers near the latter half of the production phase of each project. Case 3 had a great variance of time spent between the contractors on the project. Contractor C required a full nine months to produce the new discs, develop the CHI package, and produce the design guidelines for the other contractors. Contractor A essentially developed and produced the four discs in four months. Finally. the timelines in the table reflect the calendar time spent from contract initiation of the project to delivery of the discs. These timelines include large delays due to changes of equipment. software or instructional content in some cases. Equipment and software purchases were required in Cases 2 and 3. These costs ranged from $10,000 to 514.000 per system with software and required peripherals. The acquisition of equipment had not been planned for in the original budgets and constituted a capital 61 investment for each of the companies. The percentage of cost estimates over the initial bid included the actual costs itemized in the financial records. plus the tremendous amount of additional labor above the 40 hour week worked by professionals which was not compensated or accounted for in the record system. The overtime labor estimates were mostly self estimates by interviewees except for free lance writers who maintained careful records. Results The results of the data analysis are presented for each of 12 research questions addressed by the study. Data judged relevant to each research question has been organized and presented in matrices appropriate to the question asked. A brief discussion follows each question. This organization should facilitate the drawing of conclusions regarding the problem variables that affect the time and cost for producing an IVD. Research Question 1: What DIE of knowledge is mded and when does it h_ave to be available to make time or cost estimates for an IVD project? To study this question. the individual case data were reviewed to determine what the contractor knew and understood the requirements of the project to be when the initial bid was developed. This perception was then contrasted with what the contractor learned after the project was underway. This information was provided by project managers and instructional designers and corroborated by other project staff. As can be seen in Table 2. each contractor either lacked critical information or assumed certain elements which were not clearly 62 .oon no. onoo uncanoonnn oennnooo nonnoao nnnoeo unenuo .nxu on» sun: euonunonoo on on one soon nonnnno oonoono on nnononnnooo man no noonnneon on on on: oonnuonn nonnnnno .nnonno no nonnouon no: nonunu unannooo venunmnon unonnnn vnn oononounu .oononnnnnnnon «no noooo non vnv oonnn nnnooa .onnueo noononn one oonnnno onennmnn sen-no vnn vennnunnn on: onouonnanoo noun» nun anemone nonnonnvnoou .oonnu unneooo nonononnon on on on: noon: .neo on: unouonaoou nonnouonm none ouoonnonn .oouoonne on ounnunnoo no nonsense nonanon unom nonn oonnnonnnn .onnnno non-Innnonn anon unnonno .oeunueo unonnnoo onnnanoo noon .oonnnnoo nuouonnnoo non non nonam Ionono men n on: nouono to; noon .nnnnn no omnnn onsenonn on on on; noon: .ooono 3 none.— aonnm non 3o onnnnoo annnnnno .oonnnnuoo nnau nounonn noon nonnnoon no nnoonn .veonnonon nouoonunoo on on non-anon: .oonnooon onoon anon. nuns» .ennnuovnnn oooonn oononnonno non nn noon; no neon; non—nanny ono noun-none unou .nnnonnoannono noonnn on venomonon nonn =ennnAo noonon ononoo nonnno—ovon non-Anna: .unom unannouoooo non nnanono noon oonon noxonn oonnonon on on: nononnnnoo .oonnouon non unannnnoo ononuu .ooonnonn on nnenno ha veaonnnon non nommnnnonn .unonnno mononu—m onomnnon onoooo eon no nonunnno eoonoon eonn onnn-o ononanoo onnAH .uoenonn nnnnoo monono non» noon on enigma anon monn nonnao one-annoe no no noonooo unonau .oono anon onono n eon on nonnnooo on on on: mannono nan .onnononnooen nonnnonn onn mnnnonn no eono on» non ooono onnnono nonoonoo nonnnn oonnnuo- .onnnnnon nonnoauno oennnun monn ennnao non—noon oonaunon nnnoev canon-noon unonuo onn nunne~nuoo noon .o. oo..ono on non nouonnunoo new .nonnu nan no on nononnnm oononnnnn nnonno anoono no. .venonnno non» oennuonnennn nnn noun-on anon one: ouooh .uoononn ennnononn non nonnononuno none noun-no non on: gonna n...» on nonnnuooon .nnnao noonennonno onnno—unn n nonnnoon noenonn .nno—oonn unannnooe nonoono ononnno—n (noono on unnonooon non nonconoonn non: .onooon on on on; non nonnonnuo—o one: nonnnnon nonoeo oouooounn nnonuu .unonnnnuo onnnononn can: onoaoono nun~nnon~ou .uonenvenno non nonnono nnnnnnno eonononno oonnoonn onnnannh .oAnnon «nu nnan onom no nonnaoo no oennnao on non o~ooo onnaonnn nonn- .unos nonnoooonn one non ounnnnnon noon ononono on» nano .onoo nonnouon one—do eon-on: on nuooo nonnnoe ononno nnnon .uonnu ononm anon onoon anon on own» ononno onosn oeuonooann nonnnuen oonou one-n nununnu noon nonunnonon onnnu onn onooeu .ounnwnnoonn nonnn onvno nonnnnno .nnonno no nonnnuon oonnnoen nnnooo unonnno non canon onnonnnu nonnonnnn nonuonnunoo nonnn nonnnon nonunnnonna .onouonnnnoo nonno non nonon nonooo eonnonn on u nononnnooo .nnonnoo nonuunnooo onnnanoo onn onnnnnnn ennoonn on anon .nnnnneno no unnnnooooo one: mean noono no unannoo on» neon onouonnunou .ooaononnn nnonuo on on one: o-Iu .nnnmnoueooo non non-annuo nonnnnn on one—«u .onnnom ennn on on oonnnmnu .ooono non onneno on non noononoo unoo an none.— ov on a non n onononnnnoo .nnouonnunoo nonno one no neon can u nonconnnoo no nonouoooo on on nonuooo use .ounn~nnon ononnnn .aann non: .oonno. nn nos-n nnononno .oooo on on coon. nn noon; no. (nonno sane .nanouun one—o nonnom non om .onnnnnon o oonunnA nouns-noon anonuu .mnuono nan. noon connnnnooo noonau .onouonnn -noo no noon no anon on on no: noononn .nwnnonn one umononu .nnnoonn unnonnoonnonn non non—on on» no one non nnnnnnnu unonno eonoonn .enonoon noononn oeoon on non unenuo non noncono nonnnoo on oonoonn .nonnonno noononn on» non non-annonn omnnnunnn o nonnnnn on nnonau .nnonnouoooo ononeonooo non oneuouo noon nononnn ou noonau .nonnonoono onn unannononoo .o .nnnooo .n .ononannn .n "no-non canon on noon on on on; once .ooonno no ooonoono no on on: neonnn unn non nanonnnm on» no anon .nuonn eonnneunnnn ono anon-onun oouuono on. unnoooon on on.nnooo noon o noun-on- .eon on onnnnennm mononuoonnnnn enannnnon on .non on: cannons none: on: nonnoonnonn non.) non nnononne- .nuonu oonnnennnnn non nonuoonuonn nun .nnononn ennnononn .onnu o.nonoonnnnn no no nxu onn onnennno no nonon noononn .unnnnnnoe ennnononn .oo-onnnnn noonno onnmunoo onn unannnoo- .oonnnoon onnn ononuo ononn anyone .ounnanoon nonon ononn unnnnnno .unnnon ooono n on nonnoonoo on on anon nno oonononn- .oeonoaaen nonunm non unnnennouon om .ounou unnunnn no I: soon 328a 2. So .83... .mono-o nnnno‘nno nonnnnnooo unonuu .unom nnnoon nononnonoo on no eunnna .onnu on ....» onooo on. sons. ..onnooannn no nannonn onunonunn non cannon n nononnnh nonconnnnoo ononna nxumnu u ammo qmumuw nnonu nonnnnnonou mumuuml.:u . umOU VG“ 05MB OUUUOWH< £UM£3 HUMHUGOU Hmum< VOQHGUA flaw whowwm 3306M fiOMUGEHOHfiH .Nnumnwmana 63 stipulated in the request for proposals (RPP) or the final contract. In all three cases. the contractors received one or two page Request for Proposals (RPP) or’ a single page letter requesting a proposal for a contract. Bach contractor. or primary contractor as in Case 3. had met with the client prior to contracting and were provided some general information and guidance upon which the contractual bid was made. As shown in Table 2 under “Information Known Before Contract“. each contractor accepted information which when compared to “Information Learned After Contracting” does not always match. It appears some information was inaccuracte (e.g.. design features). some verbal agreements were not met by the client and new client requirements surfaced which had an effect on the cost of each project either in time and/or direct costs. In Case 1. two pieces of information proved unworkable and greatly affected costs. The first. was related to the authoring language. About two months into the project. the contractor discovered that: (a) the client-designated authoring language could not support the client-designated design features. and (b) the amount of code required by the authoring language could not be accommodated in the nmnmry space available. This led to the selection of another language which in turn required the reprograming of templates to be used by the programsers. In addition. the original cost estimates were based on student labor using a fairly simple authoring language. The language change required the progranuners to program in a more complex language which slowed their speed and increased labor costs. The second and perhaps most costly knowledge factor in Case 1 was the requirement for unplanned audio recording studio time because the 64 original audio tapes that were to be provided could not be located. The production tapes made available had background music which is a problem for the stop and go format of the video disc. About S5000 was spent in audio studio time to edit the music to fade up when initialized and fade down after the words. This audio editing in turn created a requirement for check discs valued at a cost of about S3500 - S4000 to confirm the accuracy of interactive program encoding. Information unknown at the time of contracting in Case 1 concerned the requirement for a demo piece with some special effects. iiaving learned of this requirement after contracting and hoping to produce good relations. the contractor agreed to produce the demo within the contract before inquiring about cost. The demo created an additional expense of S4000. Finally. in Case 1 the compressed timeline for the size of the project lacked tolerance for any delays. An error in shipping the disc caused a need for reshipment by Federal Express at a cost of S300 - S500. To an already strained budget. this became a big expense. Equipment failures and client requested changes for given design features throughout the project also added time and labor costs to the project. P Case 2 was different from the other cases. The project extended over several years. covered all phases of the process. was designed to teach complex and detailed maintenance skills. and was coated in three phases. As shown in Table 2. the three bid phases were to be for in) analysis. (b) design. and (c) development and production. According to the literature. this should have allowed for a. more accurate costing. however. it appears that the size of the project. the client 65 changes in labor and equipment support. the change in equipment and software. and client designated design features are the items which most directly affected the time and cost estimate in each phase of the videodisc development. The Phase I analysis (Case 2) resulted in a total of 80 maintenance tasks. This was far greater than had been expected by the contractor. The sheer volume and complexity of the tasks for the program affected the amount of labor and equipment required to complete each phase. The expected client manpower was usually under-supplied from original estimates or withdrawn. leaving the contractor with the need to supply the additional labor to complete the project. This became particularly costly to the contractor during the development and production phases of the contract. Actual costs could not be provided since much of the labor was completed by the contractor's professional staff working long hours to complete the effort. This overtime labor is non-compensated labor. Since Case 2 was bid in phases. the equipment reconnendations made in Phase I were accepted by the client. Because of delays in government procurement. the contractor purchased one of the designated systems. plus related software. to facilitate some of the automated design and development work. The government did not procure the requisite systems as expected. so added labor occurred later when manual processes were used for design and development work. The contractor-acquired equipment had to be reconfigured with a cache hard disc to accomodate the necessary lines of code. During the Phase III production effort in Case 2. the government switched from the Sony SRO-70 system to the Sony View 2000 system. 66 Again. the government could not procure the equipment in a timely fashion and the contractor"was forced to purchase two systems at S10.000 to S14.000 per system and lease a third system to complete the project. The equipment change required reprogramming since the Sony SliC operating system was different from the Sony View operating system. The net effect of the equipment change was new equipment costs. considerable time delays and added labor costs. In addition to the equipment changes. the software used in the Case 2 project was changed twice. The first software change was made to support client requested features which were only provided to the contractor after the programing was well underway. A version of PASCAL. still under development. was selected to accommodate the features requested. This language change caused delays. reprogramming costs and labor hours for debugging of the developmental software to make it perform as required. A second software change was required when the software supplier withdrew the support of the developmental PASCAL software. Again. delays and extensive reprogramming costs were incurred along with the acquisition costs of another software. These costs. although mmch larger due to the volume of reprogramming. were similar to those experienced in the software change in Case 1. Case 3 includes three separate contractors and is a project which ‘was preceded by a research phase. Contractors A and. C had been involved in some initial work with the client using prototype equipment. The research work with the prototype system was intended to lay the groundwork for the project contained in this study. iiowever. all of the equipment and programing were lost when Sony recalled the prototypes. The case as presented here does not account 67 for the early research since several of the contractors and subcontractors of that phase were either dismissed by the client for poor performance or the companies failed financially and the data could not be collected. The case as presented here includes the team configuration as given in Figure 1 of the Case Descriptions. The contracts in Case 3 were much less definitive with the client than in either Cases 1 or 2. As shown in Table 2. each contractor was aware that they were a member of a team of companies and aware that the client expected team cooperation and similar discs from each contractor. However. each one was caught with added costs created by having to. make client directed changes to their discs to produce products similar to the products of the other contractors. The design guide. which was to be used by all contractors. arrived too late to be of assistance. Further. the document did not anticipate all of the difficulties which would be encountered in a conversion effort. For example. the placement of icons could not be as specified since they often covered critical portions of the visuals of the pro-existing video which had to be used. Henu treatments. user interactions. color choices and graphics package choices were some of the problems not addressed by the design guide. Design problems such as these caused individual contractor delays and reprogramming costs. Again. as in Case 2. Case 3 contractors were required to purchase the equipment and software at a cost of S10.000 to Sl3.000 per system. The equipment and operating system were newly released by the manufacturer and caused time delays to resolve problems. The lack of adequate printed specifications and/or explanations caused many of the subcontracted programming companies to spend labor hours in 68 experimentation to resolve these equipment and software problemm. Some contractors delayed most of their work efforts until the software arrived. Where designs had been created. changes were required to more readily fit the lack of remaining programming time. The disc nestering was one of the first performed by Sony and had to be redone several times for each contractor. Problems such as frame numbers being off or sections of the tapes being dropped were common. These probleme incurred added travel to disc production facilities and caused production time delays. The expectation of what was available of the original work. such as the original print scripts and the ease of using existing Level 2 motion. caught the contractors in a bind in Case 3 as it did in Case 1. Additional labor was required to correct original print scripts. produce still frames and still frame audio. The labor for correcting the scripts was required before the conversion could be designed. The still frame and still frame audio was undertaken to allow the development of a more interactive program. In summary. in all three cases. key information available at the time of contract award was both inadequate and in some cases inaccurate. Basing cost estimate bids on the available information. without some type of written stipulations in the contract about the assumptions and client responsibility. seemed to create rather large unexpected costs to the contractor when the assumptions proved incorrect or could not be executed. The result was rather significant cost overruns. 69 Research mestion 2: To what extent does client IVD knowledgeI as reported by the contractorI have an effect on time and cost of an IVD project? As reported by program managers. instructional designers. and information programmers. the client's knowledge about IVD is judged by the clients actions and requests of. or directives to. the contractor. Table 3 itemizes by case the client actions. requests or directives which either did or could have had an effect on the time and cost of the project. Overall. the client knowledge about IVD as reported by the contractor was generally low. Some serious difficulties were averted through education of the client at contracting. In Case 1 the client was helped to understand that the existing artwork was inadequate for the video medium and would create problems in programming the text for each screen. Both Cases 1 and 2 successfully negotiated the client to accept a longer timeline. In addition. Case 2 convinced the client to proceed contractually by phases. Typically. specifications by the client on program design. features and requirements were either never provided as in Case 2. or made well into the project as in Case 3 after the client became aware of the possibilities. It appears that the greatest cost impact was felt by contractors in situations where the client had materials or products which they wanted used in the IVD. In both Cases 1 and 3 the contractors were restricted to using existing audio tapes. In Case 3 the client did come to understand that the audio had to be re-recorded. In Case 1. expensive studio time was taken to adjust the background music. This expense was equal to or greater than that which may have been required for new recordings. In both instances. the client seemed to lack a 70 noon-n noooon Senna-n - non .nnouonnn noon nan noonon noon nounmao n ooennon on nnonno on» no nonoonno oononnon nonooo ooonnon on oonnnooo non» unnnnmnnonoe eononenoe vno nnnnmnnnonnoi .onnon nan no unn ooonooonuon naunonnoon .nnno—noononnn eonoonn on ononn nun oonnnn nunno unooon on nonnoon- .oonnnoonnoo no nnnnmnnnennen eonononno non—noon eonon onnno on» nonn unannoo no onnnnu .ooonooonnnoooo noonno on» noon on onnnnennn nononnnonnooo no neon nnnnmonoo omnn can oononnnno nonnnun- .oonnnnen nonooo non unoonn on nonnouon .non u an nnnnmnnnonno- .nnnmnnnoe on» no onononnonno onlm no nonnnnon on» no venoooonn nonvnoon innono can unnnnnnoaoun on cool ononno noonnoo on oonnnooo so: nnn'nnnonnen .onnnon n - n no nonoo .ooooononooo nonononon nnnu onnnnoo on» nonoonn on nonnon noon on .onnnnoo on» onnnm on nononnu noon no venononn non oeononn ones nun» .onnon «nu n noon noononn .ooonononoo onno noonooo noooo n anon one on. non ooonnn no oouonnnnoo .nmnnmnumunn. nnnnmnnnonnon man u on non—noon noonuon ooonh .oononnon oonoonoon nnonno ooonnon on nonnn .u.n on nonnnno on: onnnnnnn nonnoannn on» no. onn oonnunon non nuns nonnnnnn annoon no. .oononnon venoonoen nan no anon no noonno enu man no. son oono on» canon. noonno can nonnn noon on on on: oonnnno nonnmonnonn .nnnnon ooono on anon nnn no noonnn oomn oonoonn on nonunnnnoo .nooo nonnn noononn onoo noon ooo... - ooo.on noon. oooo .ooono noose no nonnoooonn ono nno noon onn no noon ononn an.) noonn onoon non on onooo. onoo. on on non. nononoo onnnon ennn on onnoonnoo one unnnn ooh .onnnon nno on noon enonn non nonoonn noonnoo on nononnnnoo .oooo on. -nooonoooo non nonoonn oo- ono noon on. nononoon on» onenonn on o.nononnnnoo nonno on» canon nan nonnnooo nnnnnnn none monn nennunon nonoeo convene. .ononn no unnonooen-on no nonnann nonuon non nononnnoon no anon nouun non nuns: .noenonn on» onnn nannon «one coon onononnnnoo on nonoonn one: nonnm ounnnennn nonunnnonnooo no unannonnooe no nonon on eonononon onnnn cannons- .ennnn unnmmnnn -ooo on» ooon anon ooonoonoooonoo non nonuo on neon oenonnen nonooo oonnoonn .nnennoo nnnnnnno unseen non one nun» .nnonnoo eonnnnnnnnm on» nn veonennenne nun non onom noenonn on» on vennnnon om-m .nonnnonnnn unnono non wean onn ennuoon no one. on non canon no onneo non) noon non on. on nnooono nonnonono no none on. (nonen noononnonnn non anon nun» nonnnonn .onunon on.- no onno noonooo noooo noon-noon .mummmmun11‘ nonooo nonoonoen nan unonnoo non So not... loon- oonoooooo ... noonooon .nnnonn on onoonno nannmnnnonn onnnoono nanoseco- .oonnnno nonooo noonon: non on annoon nonoonoo nan monn nononoonoo nannnnno n enn- .nnnnn enn no venouneoo nonnnnnn oennne (non nononnoo one on nononnnnoo nonoononn .nnoo on» no nonnn one oonn nan nnnnon noon. on non onom nonnm ounnnonnm nnnnn nonnonnn nonn ounnonn noono on nonoonunoo unannoun- ..nnonm onoonn noon. non Jenna. nannn onnnn nannonno eon .ouoom o u o no annuomnn n oesoennsn nnonnnn .oeonnonnnn .oooooon no .ooonno ononunn .ooonnoonnn .ouoonon- one no ammo u anew anus-u Q>H no unmoseonn on once one mane no ewoonzomx ucomno no noonnm .MH nun—mywnr 71 clear understanding of the effect of using existing linear audio tapes for a non-linear video disc medium. The contractor. on the other hand. seems to have assumed the client understood the technical aspects of the request. and/or did not understand it themselves. at least initially In all three cases. the client began making design changes during the programing stage. which is the final stage of the project. These suggestions or changes usually followed demonstrations of the product or other IVD project products which helped the client begin to realize the potential of the medium. However. what the client failed to realize in most cases was the amount of reprograming required to achieve the new effects or features desired. In addition. design changes at this stage have a ripple effect. A change in one part of software or courseware may cause a required change in numerous other parts of the software or courseware. Since no formal agreements were established when the instructional design and programing designs were “locked in.” clients were able to make design changes up to the point of delivery for the field tests with resultant eleventh hour time and cost impacts on the projects. Case I experienced added difficulties when the client specified an authoring system and some design features. The client was unaware at the time of contracting that the designated software system could not support the design features. The contractor learned the desired design features. critical to achieving the product. took precedence over using the client specified authoring system. This had not been the impression given at the time of contract award. The late switch to another language lost time and added cost in reprogramming of 72 templates and program code. Another aspect of client knowledge that affected Case 2 was the qualifications and knowledge of the subject matter experts (SHEs). while the 838s were not expected by the contractor to be knowledgeable or experienced in IVD. the contractor did expect them to have some experience in designing visual media for instruction and to be experts on the equipment maintenance tasks. Since the SHEs were neither visually oriented nor experts on the equipment. it took longer than planned to create the storyboards. Secondly. reprograming had to occur to correct content and create more accurate visual transitions between frames of content during the production phase. In summary. IVD project time and costs appeared to be more directly affected by the client IVD knowledge level in projects where conversions were being, made of existing, materials. as occurred in Cases 1 and 3. Further. all of the cases experienced reprogramming costs as the client grew more knowledgeable about the potential of the medium and requested instructional and programming design changes. It seems these changes are an inevitable part of the process; Research Questiop 3: what effects. if 39!; do contractor agency size and capability have on time and cost of an IVD project? The type of contractor agency varies considerably between cases. as shown in Table 4. Case 1 is an academic institution geared toward the education of professionals who will be employed by agencies such as those described in Cases 2 and 3. In an academic institution. a contract is held by a relatively small nucleus of people and heavily staffed by graduate student labor which costs far less than the professionals hired by private industry (Cases 2 and 3). Typically. 73 nonnenonn non: non-Innnonn onomnnom nonnenoon oonn nonnnoo onon non-Innnonn envooo cannon-n: nonn noonnneo ,nnnvnouon onvnn annnnon .nnomnnouo none—on anon nnonnoo nonno enon vno convene—o nononnnoon no nonnnoa nonononon ononn can nonngnnn ,nonnnovonn ooonn .nnnnenonm eon: nnnmnnnuo .nnomnnnuo onommnnnonn .nnonooono enu non noon on can no onnnu onnmnnom noon-non nonnnoo on nae: on neon noon. oeono nn noonnnoo ononnnm n>n -nnsuo nonunonn onn oeono oounnon nonnononm non: non nnonnno nonnono unomnonnnon on» no nan vnn noonnnne nonuannn menu—on onnn vnn nonnnnoonn ononn Hononnnvon -vonn ooonn ono cannon .nouonnno .nnunoonn n noonnonn nonnnn unnnnooon vnn ononno ononn cannons- ononnn: non—n: n>n unconnoonuonn song: noon-non nonnoooonn ooonn ouonnno anon-no non unnnnnnnev unn noun-now noonennn ononn nenuo ono unannoo nonom on nomzmn onnonnn noon-n noose-m unonnno nnno -oo ennunono nonnoooonnon won and onoan unonnno nnnUnna unnnneoonnh nonnoaoonn ,nnonnnoeh ono nonnn—nou unnuuoo onnn oennmn; onnnmnnnonn none—noonunnn "on nonnon nnonnnm non-oeuonn anon can oongnono nnnmnnnoe oovnn nnonnno nononnnn nnen unonnnm nonommnnnonnn onoonnnnu nnnnnnom ononmnnnonn nan onn coon» \noonoonn ononnnnoannn onoonnnnu nounnnoon onenn nan on nonnn uneven. nnnnvnnu onnnnnooa man. vno oennn noonnnn ouonnonn none—nun nun—nononnonh once: nnnnnnnh onnnnnoon ononnn: ononnnoon Innsunnnnu ones-noon monounnnnu nnonnnm onnunnm nononnnnnnonn non—nanny onenonooon onn onenonoom Hone—nunnnnnn onononooon oo- onenn non unannounnnonn vno nun—um eonosnnn onnom .mnon n non-one on nunnneo anon oennnoon onnnuo one nun: ounnonoooo -nno ono nun ennnu one» on cannon. onn onoononn .nononono .oumwo no on wo no noon onnmnwoo u n nonn one-nonnonn noon -nn no anon .nn nun noon nnnn onn .o.n noon-none neomnen -noo unanno- -nn. neon: anonnno noonu nun) unnnoonnnno .onoonn noon non-nu onenn nounnnoen non .oneennnno ennmnnoo nonnnonnonno unoneoev eonnh nnnnunnnnna oeunnnnnonm .nnnnnonn non-no nonnm nonnh ounomnnnnov unmeonon nennoonen nnnnmou . -.- . can «no -nnnonsn nonunonne neauo annm ononono noononn on ooooon annm non-unnnoo 8n - on“ 2 - on So - o2 2n - m2 2: ... nnoo. Soot-Soon o - o ooononoan no onion lummmmmmmlmummo nnuononn .onnemnno onnnnnnn vnn one—non noun: noon-non noononom unnnoonnnnn noonnnoow nunnonn Anon non nnonnnn no onnnm on- nonnnunnnnmoo nonnnnnonnnn unannoHeoeo ennnunom ooononnnnnn eonnonn on non-nononoo nnnnounn: nonnnonnnan non-none on non nonooo onn annoooon non nonnnnoo nnnnonnnh "non nnnoon noon-m non—nannu manna—nnno ono o nnnnn unnonnnh .onounoonn unnmnoneooo annonuoanunnn ,nonnoononn vnn "an—m nnonnoo ono onnnonoonv monono none—nunnnonn unnnnnnh vno nonnunnonn nnnooo unanono annnoennnno vnn nonnnnnn nnnnnnnu non nnnnnnnn nonnnnnuonn unmevnun nonnnnunou no onnh u n n n nonu u soon u soon oenoon D>H cm wdwuavoum aw umoo vcw OEMH ou vmuuHmm mwfiumamnmmwo van unwm heuumuudou mo mHOuomh .¢ MAQH ”sauna Pawnee: Ewan. no «define—Sm .m mqmfla 77 was a multi-skilled person (Cases 2 and 3). participating in all phases of the work. Instructional designers were the most active people in all three cases. With few' exceptions, they‘ were most heavily involved in the project courseware design. which included sequencing of content, flowcharting. writing and developing objective and test items, scripting, storyboarding. and outlining student flow and screen conventions. They also performed the specific role of quality control for all phases in all three Cases. In Case 2 the instructional designer *was also responsible for the conduct of a requirements and task analysis to determine content and design. as well as participating in the video production and programming activities. In both Cases 2 and 3, instructional designers assisted the progranmers in redesign of the courseware to make it fit within software or hardware parameters. The role of information programmer was not always confined to the production phase although this is the phase in which all software programming was done. In Case 2, the third and fourth project managers were experienced programers. Further, they were involved with all phases of the project. The third project. manager also assisted in training subject matter experts in flowcharting. of the task to be trained during the analysis phase. In addition this manager was responsible for system selection. development of automated data processes and record keeping for storyboarding. During the analysis and design phase. he began a study of the programming language and began developing routines and the computer program design. In Case 1, the lead programmer was involved early enough in the project to develop software templates and routines in the design 78 phase to be used by less experienced programmers as production tools. The role of video producer was usually defined much as it is for linear video. Often the producer was not involved in the process until the preproduction activities began. However. in Case 3. one of the primary contractors and manager of the conversion of one disc was also an experienced producer. Because the staff was small. this same mmnager also acted as the instructional designer, wrote scripts, and developed storyboards, objectives and test items. Writers in Case 3 not only did scripting, but many were involved in content analysis and design. Further, some were required to work closely with programmers during the production phase to clarify scripts, change the graphic complexity and in general facilitate the programming process. One writer coded touch points and. performed other editorial type activities for’ the programmer using routines written for the purpose. Only Case 3. Contractor A used an editor in a traditional manner to fulfill all the documentation requirements as specified by the client. No other contractors used a designated editor. In summary, team members for . IVD projects fulfilled multi-dimensional roles in all three cases. The most versatile were the instructional designers and mmnager/programmers. It appeared that it was a requirement by all except the producer to participate in all phases throughout the project to ensure a successful product within the constraints of the timeline. 79 Research estion 5: Hhat effects if an do ro ect team organizationI and personnel IVD training and exgrience have on time and cost of an IVD project? To answer this question, the contractor team in each case was examined by review of the size. content and organization of each. Then the training and experience of the individuals in key roles were examined on each team. Both intrateam and interteam connunications were examined to determine patterns and unique characteristics. Finally. problems from the work effort were examined to determine those which emanated from one of the above factors. Table 6 sumarizes the results of this effort. Table 6 shows each contractor found it necessary to use instructional designers and programmers. Case 2 used an instructional designer as an editor to sequence training or establish interactivity requirements of the program. Case 2 also made extensive use of Subject hatter Experts. Case 1 had a need for several artists to redo original art work and Case 3 used artists and writers for the major portion of the production effort. A large portion of the writing for Case 2 was done by Sth. Training and experience varied greatly across projects. Case 1 had the most degreed and experienced project management group. Case 2 experienced the widest range of degrees among project management personnel. Case 2 also changed project managers most often. Case 3 had the largest group of team members and most overall experience in media production related to. but different from. Level 3 IVD. Case 2 had the least experienced staff for any role on the team. Comunication patterns varied widely in flow and methodology. Case 1 used one—on-one. group meetings. a file folder system and a 8C) Amman uxoz mo coocwuaoov oonuuocoo oocno on nooooo doom _ _ ooo o coo emu coo .oooooo ooooonoooc _ mooonuuonuoon moom «n coo ouzm noonuo .oooonnoooo non oo no: non-lonuono oooo ouoc omoo nun: oooo—oo nonaomoo . on oouooc ooo~ooooo o coo commonoooo ooo ocoo “ .oooonoomoo non omen .coooonuooo _ nooonuoooco o» ooounoo oo nun: _ .ooounoc ooonuoo no couonoooo nnoum _ oonuooocu on oooooc I .oo: aeonoun . u nonconuooo _ oonuuocooo oocno coo oooonoo nouoomoo _ onnnuoonoo on oooonooooo coo nonmmooo on ooooooc coo nooooouoo Nun coo nnm _ -ouo ouoo—oomoo coo oooonoo nouommoo mbn on oooonuoooo coo .umo: oooonoon _ on oooonoc ooouool coo ouommoououn oak _ _ . _ _ _ . _ _ on on u uooocounsooounoon\.nuu noonoun .oonu n oouooouoou -oonuoon moon-oono on oooonnoouo coo n noooo oo uoo a>n omoo ooouoc ooouoom oonuoooco oo coo nouncu .uoonooo coo nnoum coo ooaoounnxoooocoum «no .nonmmoooooo coo oonooc _ one oonooc cocnoooo nononoou mom—on: oonoon .nuoon monono mono—on» on oooonooooo nun: _ .ouo-oo on ooooooo manoe- on oooooc coo nounomxoooonooo uvc nonuooo monouo o oom oooooo: goonoom uooa _ ooa non-moooooo on oeoonooooo noocoum oooo—oo oouoomoo on noon! coo .oooonooooo onouaoo on omououo nonuoouoo _ ooooonn on oouooc o coo oommooooun «no nonmmoooooo oonooouoo coo abs omoo coo on» no ooo oo nononoou coo ouoocouu _ oonooa .oooonoa nouonmou on an n nouooo: uoonoum .nbn on one:- .uuoou on oouuoc o co. .uo: uoonoun ~-o .oooon goo-mouoooan oocno on ouoo -uoom omoo coo oeoonuoooo oonooouoo coo .oonuooocu nooonuooop on oooooc o coo -.ooooo coo can on non . nooooo: uoonoon nooocoon .nnu on oooonuoouo oonooou uoonno unooooo oou no uooooom noonoon noooom uoo coo ouon .omn on .ooon- nouooona non on oooamom o nouoonuoou o—ounooo. can on o: . oooooo: uoonoon uoo .omu on can u oooooo: uoonoon look no cononouh ouommmmu noon one. no ooo com nouuoouoooooo soon uoouooo couocnuoo - an» oonoo _ oououomou coo ooonuooo coooaoooc coo uonooooo oxo ou— coo oooo coo .uooooom _ onomooosoe oou commooooom . oommooooun oououomou coo ooonuoou o co: oouuoouoooooo coo nouuoouooo noon = nunonuoooouon non ooonuoou cooouoooc . ooommonoooo uoocouo noonuo on» no commoooooo cooo coo oo—uooouoon noono no noomooooox . oommonoooo coed coonooo u aeonooo on oooooooo oouunomoo cooonoooc coo oooo ouoc cocooom ooancn oommooooon - noon. no oooomom duo on aoounooooo mononueo oooocoon - nouooonn-ou o oo couuo uououoonooom ooomunouxoooacuox uoonooo on» conooo: - oooooo: noonoun noncom ooooonn - noooool uoonouo oonuounoonuo nooooouom .oounmmxu ooommonuoun m ooounumxouooonooc nooonuooouoou mnn _ nnouo n oono oouoooncsoooocoun oooooom uoonoon u nouooouoou ooommonoono n an. oouoouuoooooa o _ canon-ooxoosona = nun oouooouoooooa o m oouooouooo moon oooocouoxuoounoocsuooooom uoonoon .uu- .ann. ooouoouaoooooo a ooun - youooouooo _ nnoao conuoooooo coo nouoooncxoooocoun ~-o oouuooaooooou o sounoascoaon.oc o ..o«. .oooaeu ouommouoono n nouuo: noonoomxooonunooooh oooon and uooonooc\.oo: noonoun ooommooooom ooooh onommoooonnxouoocoun —-o nouooouoooooa o nouncusuonnooo nononooh ouonuno onooonoxouoocou» o oouoonuoou moon oooooom uoonoon an. .oo: uoonoonsoommooooon .oo: uoonoonsoooonooo nooonuooonoon .«o .a. nomlooooumxnooonoon nooonuoooaoou .no. ooouoouuoooooo om» ooao o uooouoou .oo: monsoonxooooonooo uooonuooouoon oooocounxoooonooo dooonaooouoou nnoum ”nomuw u oooo u ooou oooo moowoumzli. Q>H on no uooo can many an couonom.mwwowoua n>H noncommom can mowuouwommwo aooH uoowoum no uuomwmu .o mqmn n none; no need eon no oeeeooo .cooneooee nae on oneoono coo.- oeeo eoenueenoeone coo eonecooeno nonuneoon noononnnc coo moon neoconaoeu-ooon~o no on: noooeenoo noonno no coooconn nonunn: coo ecneeo -nneue on eonooeuenooeeo. no oeoeooo one: no econ coeeeu oooonnoonoo. noonuu commenuenoon oo ea coo oeno: ocoo noonennnoon cooocenn .ooeeon onecoooe coo ueeo no ooccnn -noee oonne moon no eoenuecoemmooen .leoo a: Ionn canon eloe o2: noel -ooooem noon: no ooec one: eoenuonuenom ooeeoueeoee nnooo nun: ooenoeo -nommmee neoneneeeo monsoon noneonnnnc coo nooo ueo .nnome oe: neooenuoeo one- euoocenn oooueneoee no. on nneeeoeoo ueo .eneonoeomeo one: no.» ooeeeoo coonenue ee: eeenoeonoammee neoeenuoeoneoon oneooonooeo on oenuom onenon oooonnoenc on ooeenooe oouunoleo .emo—oeno ne oenooneeon nomnen eo ee: onooh .uno: nnoeeoooooo oooeono on em: on Ieeo e... oe coeeon enemne ueo one: uoemooeoem noon: noooeno noee coo noonno no eooemoonoe neonon enommenneno ooocouo ne oeo eon ooeonnooen oo eoonoeen coo eooenomou ono:onoe nonoeoc en ce- oooo—neooo couoen one-menueno nooceue oooeeeo menoonn ea noooen meek .enec none-eon coo eon no ooecon oo «no on coo - eoooooooe encoo coo coo oneoe en coeo one: onoomoo emonn coon: .nnnec. nem -menoenn coon ooee no ooooono no you e connecon enemmenoeno no one: ooooenooeoou eoooceno nnoou econ ea coo coo oenooononon no eaec neooeu noeoon: coone: one-menoeno nenoeoa eneooen no neonnn .unenno «eoooenooeoxmuuMImexmm one: ueo cnc noemoneoom noooo noonno coo neueenuoee oooeou ooeo mongol oenenuoc coo ooenuonueooo one cnc goo-oceoem noon: nu—nnoen nooooenuoeu oo coeem one: oeeeoeo nooooonnon .moeo mum noonn oune oe ooec one: enno: coon one: eoenueonoamoeo nun nononon .nnnnnoen emee on coone: one ooone econ coe nooooeneo neuoenooeo ooo:ooo noeuoee nnneo ooonuoem oeenn noom noneeo cocenoono eon-coooe neoconn eon-egoceouom on eoooeoo noon on coee oe: cneeo onnonnoo o eooeeeem oeeon on enocnen ounn no monene e ee: onooh enemmenoenn nooceue ooe:noo non-nee monoeno coe oenuoeneuon emee ee: onooH Din-Quadh ooennoonoemmeu mama Noma demo Ac. uoeov oooeen .0 mqmmuo< 3:5 In mac—E .n mAm noon oe oon no. one no so on ease eennnoesoxoonnnn: .ooooe oneneue oooc nonnioo conning .oeonue eon oe noneo emee no no oouem nee cnc oeo nounn coo eneenoo .onuenno one: no connen eoeo noon; ..oennoenouon coo ooo ooe:noo neuoc ee: oeoeo. eecno oenuom oe oennoe unonon oem noun" unenooe oeo cneeo monena .nonnomeo eon anemone nee cnc onexcneo noem .monb noon on oonneoeno Ionn noelnneoo coooeoo .conno oe neo enoceon noneeneoo neonuoo .eenonnen ooo noon; "emouoeno o:eou no oonuonoeon on oeoeoe non mono coneeoo nnoennoc nonno lonene mono :oo nonoooooc anon. ee: nononeenooe: .eoonoeem :oo onnm emouoeno coneeooooe oenee on mean no: nonoooenooe: .uonmmenneno on nonsennnnc coeeeo emonene oocne ooe:ooo eeoeoooeu conuenooe on eoeoononnno .oeen one: oooc ne enoueeno oennooceno nonnoc coo menoenn ne oene nen uneme eon ee: mouena .eemnu n-e coouemnenen oo o» coo coe eaec neon .onoenuon noo ee: eenc cneo canon .oonmmenoonoon coeoeo mooenm :onn oo nonnooeo :om .ono:oneo ne non-menoenoon coooeo monenm .ennooon non anon on coeo coe eononnen Ieuene en oec noel—no.3 counmna .oeonooem eon on oon ueo cneeo coe xenon eon one: no cooeneooe onenc neeeA .ooenene nonnoc coone: onenc noeoa .one:anee eooeoo no one: no evenc nonooee one on moon coeoeo enoem -onnooon ooeneue cooeeseonooono ooh .coonlnn one: oeeoe oneneue nononooo coe oenc noeea omonoeno oonoec Imam.“ concede“ eeo noeno oeonee ooeen eeuene no.» no.» .neenn. louene ennneoeno noom mnemmwenn nuaF eon» on o.-ooo eon. eeoeoo oeneooee noenno coo oo- eoen. eonoonono neenn on one: econooeo , onne,eeenoonn _ nnemem n «an en cocoeoen _ gene one: cneeo _ nocoen nonconoou neenooo _ ooenom oooeh oom noon; cneeo eunonenc anennoemxoonoeem neonoem neueo _ oenc neooasnonoomeo. mono noem .neonnn oeenee ocean _ neonoem neuee noemnneneno eenc noeoa sin n 85 nee... .8926...» neon 2.32.: eon-no fin co... e3. ... N oomu Alumna. momma" oooc coo mane nomEno~o>on Q>H no onoacnem no noonnm . w M1329 93 oncmo elonn noon” a on» .nmocneuon coo nnnco n on onoeoe on encone eon no enoc nun coo neee noeenn connooon .ecemon oo en eoenc nonnnooon onm neon neo coco: eoenc oooou _ .oenee _ on enoc nonoeee oeen monoeno eoon ..noea eon oe oon nee cnoe: monomenneno ...on .noxoo eon e. as oooc ..a nonnno umeo coo nonnnn: emee .olnn ooeo on a .neenno 2: no cennncoo oo on coo eoooooel noon nno .emeno ueno eon non ooeoe onenene connooon eon one eeeo neo coc nonunion ooh u .oeneeon en enoeooom e econcooo oeen oono: monoono e no: on .neneo oeoen ooonoe oocne eon coo _ neenoe eon oonel neo cnc one:cneo ooh u _ .monoeno eon oeneo ne moon eooooo en emnn noeonmnenoc non coneoee .coeo eo on conenoeon oo en coo eoeo nonon eon eoeeo emee on u _ .one: oeonoononoo non oooooooe no _ menoeoc en nooom coo emnn neee enon .eoooooooe oeonem connoc oeo noonn eon coo eocne eon ooe:neo nnnennoe unonoo nneoooe neo cnoe: onemcnoo o .monoeno eoon ooneoeeon neon em: _ I: no no... e 2.2: .23 8-2 ee _ nen nonoo ee: nonnomeo eon coo .nnoo _ _ nonoooee oo-no oe noneo no: onemcneo . eon eeooooo ee: enoh .nu ooonnenn . oooonoen non-monoeno eon non nonnooeo . eon nneonee neo cone: enemcneo noon . _ _ o _ . "omonoenn conoenoooo nenoeeo coo ono:cnoo noe .noocoo no non no emonenm :eo» noon :eo noo en oeeo en enooooonnneo _ .noemmenenoc neonn nonnoc ocee nonoomoe ne oenc eon onn: coneon oo neo cneeo eocoo oeeoone: noeconm .conneoon noncoo coeonoon eo en coo eoeo noonn .monoeno ooeo onn: nneeeooeo one: enneo coneeoon coe emonoeno oeneeon en :eno nnconooooooo one:ne ee: nononoen nooel ooh .nneoon noncoe non-mono -enoon non enenoc oooeoeo oenoeon on eooe: no enoc nonoooe oeen eoennonee “a“ flrnfifiuwoouhflnmewfiwuuuué .nennn moon ooooc en coo noon eeoeeoo enenonoen -ooom eon onn: oeneeon en enoc nenoeoe oeen emonoenn conooooooo .nneeonoc onenoo ceneonnoo neo one: eoonooom :eo ooh .nooneno eon ec en omnn coo noemonooo ne neeo eon nonenen .menoeno eon onecemmeooe en conneneon ee: oooc canon o .ooecon on on coo coo neon one: one: .noeneno eon ne enoemonoooon eon non nnome eon ee: enon noo .nnnm en cocoeono ee: nnemom monenm moon ooh .omnn eon no oeonnoo o no oonoen ooe noonn coo nneo ouo non ooecon eo en coo eoenneoon .emnnneee ne enoeo cow noeoe eono onemnnoe eon lenoenoon en eonoem eenn oeen moon ooh .emnn on nooeo noon on oooc one:nneo one men-eno -on on cooo e coeooo nook .noemooooe nonooonnoo non enoooeomeo eoennonon coo enonnomeo .oooneno nonneneoe on eooeoe ooocoeneenneo e coo monenm :eo» eon .nenonoenooom eon onn: ooeoo eon oe emnn nooeool ne non e conoocon coo emnn ooeo omnno:ec ne enoc ennn coooee noo nnnooouonnon cooomoeo noon .ooec oo cneeo one: eo .ooon no: noel nonooo enon onno: .nononeenooem eon on ooeo 2.2.?"th z... aflurwéranvsfis .ooenc eon ooe on cennncel enoneno noncoe ooecon one: eeenc onno: coeoonneooo one: oneneo .noneno oooc noeen eon on one: on neo oeonc coeoee emonoeno oneo .eoenneonnneooo no nee conoceno one: emoe coo onenene nonnoc coone: eoenc noeen omen .nooneno eon on emnn nommenoenm ennoo eonoem oonon noeoe coeoeo enon. .nnelem nono'oo eon on 32: neon coeo oono: nonnn no oenonoe e on oneonoen oooneonoe oo menn nnnoe e eeeeo oooo on no: nnoeen eon. .Ionlono o no ee: oneneno onec nonoomeo .eoonelooooono coo eoeenneo cne: nen conene oo en coo eonooeno oeoeooo .oeno .ooenc onem enoceno en oeooono cocce coooou enoh .ooeoe oooc ne nen e no oeon .encoe eon onn: conooeo .enoelonnooon enooenn ooh .emnn ne eooe: «no u no enoc no noeoe no eoen e nen eonoem oenon non oe noe: enoh .monoenn oonooel eon oeneoon en connooon ee: ooe: non nec ooe noneoeo .connoe one: noon _ _ oeo: .nononeenooem eon en :eo one: eoonoeno emoooenn eon one ceeoee monone :onn noem eon en eooeou . en oouoom eon menn one:cneo no eooeoo ooh _ nee: .neoennenooo nnnon neo one: eeonoeom_:om no noonno nxooeo n. n ommu _ o emuw mum-on Ac.u:oov .w mom¢s 94 by the manufacturer. Other problems which caused direct interface with manufacturers included debugging machines when they behaved in a way the manufacturer‘s engineers "did not know they would”. as in the case of the system not supporting the light pen interaction for motion (Case 3). Hardware components were not as reliable as initially expected by the client. e.g.. new XBBEC hard discs caused many days of work to reformat and recover lost data (Case 2). The XEBEC discs had to be returned to the manufacturer for repair. causing an equipment shortage for production. As cited in Table 8. each verbal interaction with the manufacturer caused at least one day of down time on the affected computer. A similar loss of time was expressed by programers in Cases 1 and 3. Hemory space in the computers was a universal problem. Each contractor solved the problem differently. In Case 1. a shift was made from an authoring system to a lower order language which required less operational space. In Case 2, the memory was expanded through the use of a cache disc in one situation and in another situation a 10 megabyte hard disk was added. Inefficient programing was also corrected and made more efficient to reduce the code to fit the available machine memory. In Case 3. both client's and the contractor's machines had to have the memory increased to accomodate the program. These were all direct costs in machine purchase or labor. There were also many unique problems for each case. Laser discs caused additional costs in Case 1. Incorrect storage caused some check discs to warp. other discs separated and still others were too thick and caused a shaving build-up in the disc player which jamed 95 the players. The discs had to be remade. The contractor learned the blank discs had not been manufactured to specifications. which is a separate issue from the disc content mastering process in which a master disc is made from which all subsequent discs are cut. Finally, in Case 1. the aspect ratio (3 x 4) of the video caused almost all original artwork supplied by the client to be redone. This did not affect labor hours, but project time was extended. In Case 2, as shown in Table 8. a change from one kind of system to another had a significant effect. causing five months of reprograming time. The incompatibility of the operating systems required a reentry of data. Still Frame Audio (SPA) was a significant problem in Case 3 which came to be noticed on playback of the check discs. An investigation showed that not enough precision had been used in recording the master tapes and the audio track. Contractor personnel had to be sent to the recording studios to carefully monitor the entire production of the check disc. Two to three days of labor per disc were incurred, as well as related travel costs. Light pens caused delays and problems in Cases 2 and 3 when they did not operate or were erratic. Pens were taped with electrical tape to cut static electricity or were returned to Sony for repair. Another light pen problem arose in Case 3 when the interactivity could not be supported on motion video sequences. The problem was caused by a delay between the appearance of the cue and the machine's ability to process the students response from the light pen. Resolution of this problem entailed more production and programing. Still frames were required between motion sequences to achieve interactivity. A final 96 significant problem arose in Case 3 when the programming or compiling done on the IBH PC/AT would not run on the Sony View. These problems took several hundred hours to resolve. Two basic generalizations can be drawn from the data related to hardware. First, all three cases used newly issued machines or models which appears to be the basis for many unexpected problems and costly delays or labor expenditures. Secondly. each case experienced a requirement by the client to accomodate a machine with a memory smaller than needed for the program eventually produced. The data showed other troublesome problems, but these appeared to be a result of normal mechine breakdown or incompatibility that is not unusual in the computer production environment. Qpestion 9: What effect. if any, does IVD softwaregppve on time and cost of an IVD project? To determine the answer to this question, several people from each case were interviewed to determine the effect of software problems on their project. The problems were documented on an event by event basis and described in detail. The impact of each problem was then examined to determine if more time or labor hours costs were incurred for each problem than expected, and the totals were compared to budgeted time or labor hours for each project. It was not unusual to document several weeks or months of additional time because of software problems. Problems ranged from a failure of the software to support project requirements (Cases 1 and 2) to nuisance issues such as repeated recoding of transitions from CHI to courseware (Case 3). Each project had major software problems. As can be seen from Table 9. frequent software changes and 97 Amman nxoz oo coaonnooov nononoeoeo noonne eon onn: nonneol oeoo nonne enoeo nenoeoe on eonoonl nenonoe lenn oeon no .noenln neeo neoonnoeo e no: onooo coo elnn eoeen ne .ooecon ooh .onen nonool eon oe noelooenn nonenn nnoon onoeoo on elnn eon coo .nn ec on nooooe oe nonconn .eennomnoe on nonnneeen connocon nneoel on loon nonnoeo ne cooneon enon eon oe eononono nonnnon e.noenno en ooc eelnn noel ooecon one: eoeen .eooen: .onon nonool eon oe conennono coo cooocenn one: noon noon oeneoonoo ee one: connooon eononeno _ -------- .ecee nonool m-o oeen eoeoooen nonnco no noelonnooon oenneonnenonee coeeenoon .eononeno onn: ooene eoemoo no conoooon ee connee on on .ennn econ goon ocean. one: eennn .onnoeno .one: ne eooe: nenonoe oeen cool-onoennoo .eeoc cneo eon oe non on no ooecon on eeoeen on on een none-ennono neon... eon no no. .ooenenn noon nen connooon one: eoennooon «no noeoo .oennooon non enoc eonon en onoeo e:n lenn oeen eeenneoon onnn: on coeo ooooooen nonomoeoo .ocee oenenoeoeo e onon: on elnn oonlnoennon ne enec «no n coeoee a: on on: noeeen.lenn oooeou .oceeon on olnn no eonool oum oeen enoh .ene:nnee one no cool-onoennon coeooe «nouns on one lenn oooeou .connooon non-menoenn no enoc neneeon .ooec .nconne non-lenoenn nneonlnnonn on ooc noon-n elee no ee: on: neoeen en eonn nonnn lenn oooeou . ..ommzfiflan n nncoonnn oeo onol ecol oo en cocooo _ noonno eon no connocon lonoenn nenncn .oonn eon lenn eooononn ooeool en coeo eo: eoelon .oeene ne non e cocooo eonnn eenonenc .oceo nneoeoooooo no oeoneonlnno a eoonn oceo on ooene no oenneocen ne con-neoee econ .oenc cneo oe non on no econ on com .oeene on- een no oeen econ oon'onoenn .ooeoooen nonoloeee on oonnnn: oo on coo noonenn eon no conoooon eoeoneoon noneene nenoeom .noea no connennoe eo on oooeo nee no: on: oeoeoeo oooeen a: on on: neueen lenn oooeou .eno neeeen no oeoenoe nooneoe en oenn:e e connooen eooh .lonene nonnonone moo-mu on one lenn eeooeoe coeoen :eo, noon on on-omm noon lenn eoonoeol ne oooeou .eoonnoen one mnennon neo cneeo eonn nonnn oeoeo :eo on: neoeen on eonn nennn lenn onoeou .el n no omen-enn o oeeonoo n e eoeo nooneoe n on on ooe men eeeenneh w» o no: .oeonue eon oe eonneloooonne eon oneneeo en coeo one: eoeenneo mmdmflfidmflmflmflufil — _ _ _ _ _ _ _ _ n _ _ . _ _ _ _ . _ . . . . . . _ . . _ _ _ _ . _ _ _ _ n _ . . -‘—- .noewomnMNMn noe coooenon eoooooe conoe: noonno .oenenooo oennoonooe o no: coo nonloeoeo elnn ee: oeonoe eon oe eunnolooeonne ne noelouenn .ooone nnelol oool eeueo oeen lonene nonneonoe eon oeoeooo eoeo oen nonnn on lonene nonneonoe lenn oooeou ununnasm noqm,coe many newsmano>on a>n oo onosnnom no noonnm ooe-on .u. mononoa n eoou _ _ _ _ _ ..onnoeno. ...-an .no nee... .neenn. no nee..e .nnee. .ceee non. ..oo noon. .nennnsn. n ...u no .... : scroon. nonnonnee gonna... neenno .nennnon. n e..o unnnummomnnmm «xhnmmmwnuun .n annoy 98 Awwom uxoz :o coacmucoov lull—LII! 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In Case 1. the authoring language had to be discarded and replaced by a low level programing language. The reason for the change was twofold. First. the initially selected authoring language was too large to fit the available computer memory and leave enough work space for programing the course content. Second. individual alphanumerics had to be sensed from the keyboard during instructional lessons. The authoring system could only sense words, not individual key strokes. Case 2 also had to change languages. not once but twice. As can be seen in Table 9, Pilot Plus. Pascal HT+. and HS Pascal were all used during the contractual effort. In addition. a change of equipment during the project changed the operating systems from CPR to HS—DOS. necessitating yet another reprogramming effort and a switch to a second version of Pascal HT+ which was still under development. It can easily be seen that an additional five months to a year of programming time was added to the project simply because of changes in software. An additional effect in Case 2 was the need to reprogram months of work done by an inefficient programmer to make the code fit on the storage disc. Further, a programmer able to write code in an assembler language was needed to program functions required by the client into the program. This took additional time. up to six months, because HS Pascal did not perform as required. The total effect of software problems on Case 2 was at least 12-18 months of additional project time and corresponding labor of two programers and an 101 instructional designer/editor. Although Case 3 problems were more numerous, the total impact was not as great as on the other projects. Incompatibility of software with compilers and drivers caused significant down time. The need for more storage space for graphics than was available required time to find an alternative media method. The solution was to produce an overlay on the video track of the disc. In addition, there were timing problems with cues and audio tracks. lengths of audio tracks did not Imtch video sequences, and the touch areas on the screen were much larger than expected. These were time consuming problems. but not of the same magnitude of those experienced in Case 2. The most significant problem in Case 3 occurred when Lattice C was not compatible with the Sony View compiler and delayed the start of the project by several mmnths. This caused a time schedule problem, but did not affect overall cost. However. the frequency and number of problems did add up to additional costs which contributed significantly to the cost overrun. From these data. it appeared that software problems were easily the most significant factor affecting cost or time on an IVD project. Lack of planning or experience led to selection of an inadequate language for the effort which was frequently only discovered well into the project. This usually required a language switch and conversion effort leading to a major cost overrun in reprograming. Also. as seen in Case 2. software suddenly lost manufacturer support or was no longer viable because of equipment or other external changes. However. as was seen in Case 3. the same language throughout a project did not necessarily predict a problem free project. 102 Research Question 10: To what extent do unintended events and un lanned events create a time and cost overrun in an IVD ro ect? To answer this question. it was necessary to first define unintended and unplanned events. Two criteria were established. First. such an event was not part of the normal instructional design process. This criterion separated “unintended and unplanned“ events from those in the process which should have been foreseen but which were not due to lack of foresight or experience. An example of an event which should have been expected was the necessity to reformat graphics which were not in a video format. The second criterion for defining unintended and unplanned events was that such events were caused by something out of the control of the project team. For example, a misapplication of software would be something which should have been controlled by the team. but malfunctions of the computer would be an unplanned event. To identify these events, the data from all cases were reviewed for time and cost overruns. The associated activities which appeared to have caused the overruns were examined and entered into Table 10 if they met either of the two criteria. Table 10 describes these events and their effect on both cost and time on the project. Review of the table reveals that. with few exceptions. the major effects were technical in nature. These involved either the IVD machine, the software. or the manufacturing of the video discs. The only exceptions were improper shipping and client escorting requirements during visits (Case 1) which took away from time actively spent producing the product. Case 1 also had a unique problem. The videodiscs are composed of layers. 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The increased thickness created disc wear. Shavings from the discs jamed the players and the wear made the discs opaque. The programers had to ”guess“ at visuals until the new discs were produced and received. Project delay and reprograming were the results of this problem. lachine malfunctions were a general rule across all three cases. In Cases 1 and 3, a shortage of manufactured machines caused repair or replacement to be delayed. This in turn, resulted in project delays of several days. Other unplanned events related to the video discs themselves. This occurred in Cases 1 and 3. Either equipment malfunction (Case 1) or procedures in mastering still frame audio (Case 3) caused the problems. and the discs had to be redone by the manufacturer. Case 3 experienced two other unexpected problems. Both problems related to machine capabilities. In one situation. the computer of the IVD system did not have the capacity to handle both the authoring language and the required graphics. This resulted in production of graphics and their transfer as visuals to the master tape rather than digitized for storage in the computer. Secondly, Case 3 experienced problems when the touch areas on the screen were larger than specified by the manufacturer and more than one intended touch point on the visuals lay in the same area sensed by the light pen. This problem required redesign and reprograming to ensure touch points had more separation on the screen. Graphics were redone to enlarge diagrams on the screen. and test answers were reformatted by resequencing answers when more than one response was correct to avoid an overlay of the touch points. 105 The unintended/unplanned event problems in Case 2 were almost totally related to the changes in hardware and software initiated by either the client or the manufacturer of the system. Software changes were two-fold. The dropping of support by the manufacturer for Pascal HT+ caused several days to change to Pascal NS. The change in hardware caused a change in operational language and resulted in several months of reprograming. This hardware change from the SEC-70 to the Sony View 2000 was significant in cost ($150,000 - $200,000) because of a need to totally reprogram to use the new operating system and then to reenter project data. The final problem in Case 2 was related to machines, but resulted from the client's lack of responsiveness to help solve the problem. The client had agreed to provide part of the programing and editing team, as well as equipment. However. the computers and players did not arrive until late in the project and were improperly configured when they did arrive. The contractor had to do the work. causing cost overruns, and had to delay delivery of the courseware, comensurately adding several months to the contract performance time. In sumary. the unexpected and unintended events which most often occurred were related to machine delivery or failures and disc manufacturing problems. These problems can be extremely costly and delay projects by several months. as seen in both Cases 2 and 3. Research Question 11: when and under what circumstances do unex ected costs occur in an IVD ro ect? To answer this research question required an examination of the data with respect to those costs which were either overlooked in budgeting for a project or for which cost was underestimated in the 106 budget. The data were examined for cost overruns and the probable cause of the overrun was identified. The results of this examination are described in Table 11. Two types of cost overruns were identified: direct costs (machine purchase or shipping) and labor costs for unexpected hours beyond those budgeted. lost of the problems described in Table 11 concerned the production phase of the effort. Closer examination showed the greatest percentage of the problemm ‘were related to hardware and software. In all three cases. many of the hardware problems resulted from new equipment malfunctions or unexpected limitations. Beyond this. there did not seem to be a pattern across all three cases except for a language change. All cases changed programming languages. though the Case 3 language change occurred prior to the point where this study began examination of the case. However. the effects of the change were still felt by two of the primary contractors in Case 3. The unexpected costs in Case 1 resulted from higher than anticipated travel costs, audio recording, production to provide higher quality sound effects and a change in authoring languages. Travel costs were for a variety of activities, mainly to attend more project review meetings than anticipated and to work with the recording studios to produce ithe audio tracks. The change from authoring system to language resulted in a 501 increase in programmer wages. The audio production costs were high because the sound effects were very poor in the original media sound track. Further, there was background music which had to be diminished in the videodisc sound track because of the segmentation of the learning sequences which used only portions of the sound track. 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As stated in Table 13. the data in all three cases clearly showed that information about the instructional content, software, hardware. staff and existing materials was generally made available before contracting and was used by contractors in the development of project cost estimates. However, once the contract was underway. added information about these same aspects became apparent and could be tied directly to time delays and added costs. From the data one can conclude that the type of information being made available was appropriate. However, the depth and accuracy of the information was insufficient to make accurate cost estimates at the time of contracting. Further. as shown in Research Question 2. the client knowledge about IVD was often insufficient for the client to know when they were providing incomplete and inaccurate information. Therefore, it is recomended that research be conducted to develop models or procedures for extracting required information from the client prior to contracting and costing a project or project phase. To develop a model would require the identification of initial elements in each of the aspects of instructional content, software, hardware, staff and existing materials to be used. which have a time and cost affect on the project. 12s Research Question 2: To what extent does client IVD knowledge. as reported by the contractor. have an effect on time and cost of an IVD project? Essentially, there were two effects of client knowledge as observed by contractors. First. the clients knowledge about IVD tended to increase during the project and their expectations of how the product should look and operate changed accordingly in all three cases. Each client added or changed previously accepted design features during the project. Secondly. each client specified hardware, software and/or design features which did not support the desired design. The software was either too inflexible or required too much time to achieve the effect. The hardware lacked required features, critical memory space, or operated too slowly to be efficient instruction. The design features specified proved unworkable or became distracting to the instructional process. The client change requests occurred as knowledge increased which in turn caused extensive redesign and reprograming efforts on each contract. Further. the client-delineated specifications may have been unrealistic because of the client's lack of critical knowledge about the capabilities of Level 3 IVD and the processes and procedures required to develop the product. These findings are similar to the findings by Klotz (1983) in a survey of problems related to IVD. To ensure that expectations remain realistic and that client specifications are executable. studies on how to educate the client before contracting so that realistic contractual agreements can be made appears critical. Focusing on present client self-education methods which changed expectations and on modes of discerning the client‘s knowledge level about IVD would provide valuable information 125 toward establishing how to educate and the amount of education to provide to the client before contracting. Ultimately. client education would minimize false assumptions and provide the client with information to use in specifying their requirements to contractors. Until such studies are completed, some contractual contingencies are required to minimize the impact of these client changes on contractors. Research Question 3: ‘Uhat effects. if any does contractor agency size and capability have on time and cost of an IVD project? As stated in Table 13. contractor agency size and capabilities varied from large to small. Contractors appeared to use subcontractors, consultants and specialized free lance personnel. such as writers, to secure the necessary capabilities to complete the job. Regardless of the approach used. contractors had identified the requirements at the time of contracting and often had made the necessary agreements prior to completing the timeline and cost estimate for the project. From the data, one can conclude that agency size and capability did not have an effect on time and cost estimates of a Level 3 IVD project. It is recomended that this conclusion regarding the effect of agency size and capabilities on IVD development time» and cost be verified by conducting a study across a large enough sample to be statistically relevant. An added study could be conducted to discern whether IVD projects cost more or less in relationship to the amount of subcontracting activity. This information would assist clients in selecting the most cost effective and efficient contractor. 126 Research Question A: What functions does each team member perform in the process of carrying out an IVD project? The data collected showed team members performing in more than one role. In each case studied, the project manager performed in one or more of the team positions of instructional designer. programmer and video producer. Personnel with instructional design training most often serve as the project manager. Other team members also performed multiple duties or activities typically defined for another position, e.g. programmer. It was not unusual to have instructional designers and writers doing programming. A few programmers did do some instructional design. Thus. it can be concluded that the individual roles of team members were not clearly delineated. Each temm member could very likely be required to perform functions which they are not necessarily skilled or trained to perform. This undefined role may be a direct factor of the complexity and interrelationship of the medium requiring individuals to possess a composite of skills. Research is required that focuses on the various activities and skill requirements for IVD development which would determine the composite skills required by each team member to make an effective IVD team. This research is necessary to bridge the gap between the highly specialized person and the more broadly skilled person whose knowledge and expertise can be wedded to other critical areas involved in IVD development. Research Question 5: "but effects. if any, do project team organization and personnel IVD training and experience have on time and cost of an. IVD project? As stated in Table 13. each case showed effects traceable to the inadequate experience and/or training in IVD development. The 127 seriousness of the problem was most evident among programmers. While all programmers had formal training, many did not have enough experience programming with the selected language and developing efficient program code. This experience was critical in helping programers to stay within the boundaries of the machine memory and maximize the operational speed of the final program. The overall team organization affected the communication patterns and medes of communication. Absentee and unavailable key personnel. communication by phone and/or written notices tended to result in missed information, misinterpreted information and poorly executed work which had to be redone. This problem is similar to the findings by Klotz (1983). It can be concluded that the organization of an IVD development team mmst focus on the multiple as well as diverse roles of team members, establish clear lines of communication, and provide for frequent product reviews to prevent unnecessary effort. Research is required that would establish the minimum comeetencies required by instructional designers. programmers, producers and managers in all instructional development phases of a Level 3 IVD project. The establishment of minimum skill requirements would help minimize the effects of inexperienced or untrained team personnel. Further, a study of the skill requirements for IVD development would help derive cost efficient and time effective IVD team organization and communication models. Such models are required to facilitate the interaction of diverse staff, such as instructional designers and programmers, and ensure the transmission of accurate and complete information. 128 Research Question 6: What activities in a phase have a time and cost effect on subsequent phases of an IVD project? As reported in Table 13, the case data indicated that the single activity which generated subsequent time and cost problems is related to the design phase. Programmers had to request that designs be modified in order to accomplish them within schedule and/or budget. In some instances. the design could not be executed with the available software. Finally, some designs proved ineffective and counter to good instruction when executed. Either the content had to be redesigned. or software had to be changed to support the design. In any event. delays occurred and added costs were incurred to rectify the deficiencies. Klotz (1983) also found that the more sophisticated the level of design the more likely problems would occur during programming. Thus. it can be concluded that the design developed for the IVD appears to control the time and cost in the development. and production phases. Further research is required to develop models which would establish the interactivity requirements for the range of instruction from highly cognitive to highly psychomotor. The theoretic literature to date has not focused on specific design models for IVD. Typically. models applied are drawn for print. linear mediums or CBI which do not adequately address the capabilities and features of IVD. Time and cost studies on the application of the different models of interactivity are essential once medals are developed. Such studies would yield more precise costing parameters and would prove useful in establishing budgets. 129 Research Question 7: Is one phase more likely than any other to affect time and cost of an IVD project? As discussed in the previous research question. the activities in the design phase appeared to have had the greatest effect on subsequent activities. Essentially. the instructional design either had to be redone or modified to fit within existing time schedules. It also was evident that the more complex the design, the more time and cost increased during production. The speed of executing a complex design was also related to the flexibility and ease of using the selected software. Clearly. from the data one can conclude that the design phase has the greatest effect on time and cost. However, the costs are incurred in executing the design. This makes the production phase the most costly phase of a project. The programing aspect of the production phase was the most difficult time and cost to discern and/or estimate. The resulting recomendations are somewhat like those stated for Question 6. Research is required to develop and study models of interactivity for time and cost. Related to this research is the study of design features to determine cost and time effects. Hany of the treatments, such as light pen. touch points, and instructional strategy. require extensive time to program. It would be useful when costing to have some clear estimates of programing costs for these and similar features. Further. this study showed that the efficiency of the programer code affected time and cost. Studies need to be made of programer design models to identify efficient models for programing IVD. These studies could extend to identifying links between the instructional design and the computer program design. 130 Research Question 8: what effects. if any, does IVD hardware have on time and cost of an IVD project? Table 13 summarizes the problems linked to hardware. These problems emanated from three separate issues. First. newly developed machines contained problems which could only be resolved in consultation with or by the manufacturer. Secondly, machine memory space was too small to accommodate the required program code in each case. Finally, some cases experienced equipment changes during the project which caused extensive reprogramming and extensive time delays. It is comon for any type of technology to have problems. Further. it is common to expect newly released hardware to require a debugging phase. with the technology changing rapidly, one can conclude that there will continue to be numerous problems with hardware and that resolution of the problems will require interaction with the manufacturer. Therefore, it is important that research be conducted which will examine the emerging new technology and develop a prediction algorithm showing the effect on future IVD development. In addition, research studies conducted which would identify the most important design features for IVD hardware for purposes of making recomendations to hardware manufacturers would be useful. To date the technology is an eclectic gathering of diverse pieces forced into service to produce and play instructional IVDs. While some manufacturers have begun to treat the technology as a single unit, input is required which would make the medium mere usable and perhaps more cost efficient for instruction and training requirements. 131 Research Question 9: that effects, if any, does IVD software have on time and cost of an IVD project? Significant time delays and cost increases were evident in each project during the programing stage. The time and cost increases directly relate to the changes made in the software packages used for the project. Each case changed languages at least once. One case changed languages three times. Graphics packages were changed in all cases. As reported in Table 13. the reasons for the software changes were external to the programer or the software itself. The difficulties occurred when the software was incompatible with the design, too cumbersome for accomodation in the available memory. incompatible with the machine operating language, and lacked manufacturer support. The actual functioning of the software did not create time and cost overruns. Rather, time and cost overruns were incurred for programing when a complete software had to be changed or when the software selected was inappropriate for the job. Existing programed material could not be converted in most cases and had to be reprogramed. Clearly. research is required to help identify the most appropriate design features of software for IVD development. To date, most of the software being used for IVD was created for some other purpose. As a result, critical features for programing instruction on IVD are either lacking or are too cumbersome to be used. Additional research to identify effective software (hardware) configurations as they relate to a range of instructional design features would be useful to those selecting software. Finally. once IVD design models are developed. time studies using a variety of the software would provide valuable data for people in a position to 132 select efficient, as well as effective software. Research Question 10: To what extent do unintended events and unplanned events create a time and cost overrun on an IVD project? Unintended and unplanned events were occurrences outside of the normal instructional design process which had a time and cost effect. These time and cost items were out of the control of the project manager or personnel. It is significant that each project experienced some unplanned/unintended events. Problems comon to all projects were system malfunctioning and the limited availability of systems for the project. Other problems related to disc separations. changes in equipment by the client, manufacturer non-support of software and delayed delivery of production equipment. Hanufacturer delays in equipment delivery was also identified by Klotz (1983). These unplanned/unintended events occurred frequently enough and caused large enough time delays and cost effects to be significant. Unplanned/unintended events related to hardware and software ‘will continue to occur. Budgets and schedules should be planned to accomodate these events. The difficulty lies in predicting a time and cost percentage since the problems vary and so will the effects on time and cost vary. Studies of the percentage of time and percentage of cost created on projects by unplanned/unintended events would be useful data for establishing realistic values to insert into time and cost algorithms used for time and cost budgeting. By using a statistically appropriate sample, one could also establish some prediction levels of the likelihood of certain types of problems occurring with corresponding time and cost percentages. 133 Research Question 11: when and under what circumstances do unexpected costs occur on an IVD project? A series of unrelated, unexpected costs were encountered on each project. These costs were due to software changes, redo of invalid content. new systems replacing old systems, unexpectedly long programing times. shipping costs and added travel. Like unplanned events, unexpected costs will always occur on a project. Again, the type of problem and the effect on time and dollars is unpredictable. Data are required to provide percentages of costs which occur due to unexpected problems. Similar studies as outlined in Research Questions 8, 9. and 10 would provide the required data to develop more predictive cost percentages. Research Question 12: when and under what circumstances do unexpected time’delays occur in IVD projects? Time delays occurred across all projects. Hany of the delays were attributable to the client's change of hardware, courseware design and/or software. Time was consistently affected by changing of graphics packages which generated a need to reprogram. Further, each project experienced time delays because of equipment malfunctioning. Delay varied from (one day to several weeks. The more scarce the equipment. the greater the project delays. Technology. particularly new and emerging technology, will continue to increase time on Level 3 IVD projects. It is important to conduct research which would help delineate the percentage of time. Such data would be valuable for establishing realistic timelines. The conduct of research similar to that listed in Research Questions 8. 9, and 10 would provide the data necessary to establish time guidelines. 134 General Recommendations After carefully reviewing the data and results of this study it appears valuable data could be obtained by conducting another study, using the case methodology. of Level 3 IVD projects with a fixed price contract which did not incur a time or cost overrun. 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Instructional Design Characteristics Costs Intel 1. Interactivity: (learner interacts with CBT e.g. through questions. responses or other activities) highly interactive $20,000 moderately interactive 14,000 minimally interactive ' 8,000 2. Prompta: every question 3.000 key questions only 1,000 3. Help Function: extensive 1.000 moderate 500 ‘n.b. Cost figures not based on actual dollar value, meant to indicate relative value only. away Research & Planning. inc. 115 First Street Cambridge, MA (617) 847-5061 IHhtfihuumnmi 145 II. Instructional Design (can't) shanctcristics nests: metal - 4. ‘ Summaries: frequent 82.000 occasional 1.000 5. Learner able to make comments . 10.000 6. Learner able to skip ahead without answering 4.000 7. Feedback: Feedback presented for wrong answer responses 1,000 Feedback presented for correct answer responses 1.000 Answer judging 3.000 Records kept on student performance 1.000 8. Learner Control 1. Learner able to move around within course 3.000 2. Learner to answer correctly before moving on 500 3. Learner allowed out of question after 3 tries 500 4. A main menu describing options to learner 500 5. Help menu 500 9. Learner adaptation (learners name incorporated into feedback) 1.000 msraoc'r 10m. pas 1cm mom . (HAHINDH I 376.500) mass By Research a Planning, Inc. us are Some: Cambridge. MA (617) 547-5061 .Aflngflbnmlymi 146 Ill.‘6rapbics/8creen Design shamnriatics costs: fatal 1. Split screen: (horizontal or vertical) 1.000 2. Bound: - frequent - 3.000 - occasional 1.000 3. Animation: - frequent 8,000 - occasional 4.000 4. Pace: ' f83t 5:000 - medium 3.000 - slow 1,000 5. Color: 2 colors 3.000 ea. additional color 1.000 GRAPHICS/SCREEN DESIGN TOTAL - (MAXIMUM - $29,000 with 2 colors) ems By Research A Planning. Inc. 313 First Street Cambridge. MA (617) 347-5061 .Aflnchbnmuval 147 IV. technical Issues Wins mats: fetal One disc course (approximately 1 hour of instruct 410.000 Self-booting (program automatically loads from operat ng system) 15.000 booting-up instructions in documentation 3.000 mmtiblssithnillmm IBM PC (or compatible) 5.000 020 Professional 5.000 Apple IIB 3.000 Wang PC 3.000 TECHNICAL ISSUES TOTAL - (MAXIMUM O $44.000) OlflfiBy Research & Planning, Inc. 313 First Street Cambridge. MA (617) 347-3061 ldhnflmueznmd. 148 BUM! IORR.B!.'1' mm: m I. CBT Approach 8 II. Instructional Design III. Graphics/Screen Design IV. Technical Issues TOTAL FOR ONE-HOUR COURSE $ (HAXIHUM-8171.SOO) FOR EACH ADDITIONAL DISC ADD 40‘ OF TOTAL 8 (HOUR OP INSTRUCT ION) GRAND TOTAL 8 0(985 By Research 8 Planning, Inc. 213 First Street Cambridge. MA (617) “7°50“ l“hfi¢hueune¢ APPENDIX B STUDY INTRODUCTION TO CLIENT 149 LEVEL 3 INTERACTIVE VIDEODISC STUDY This study is being undertaken in an effort to generate baseline knowledge of the problem variables, processes and interactions in the analysis, design, development and production of Level 3 Interactive Videodisc programs for training in industry and government. which affect the final cost and time to produce the product. Below you will find further information which will outline your role as a participant in this study. OBJECTIVE: To collect empirical facts about Level 3 IVD development and production time and cost factors which create COSL overruns. PARTICIPANTS: Companies who have produced Level 3 IVD programs for training in industry and/or government on a contract basis. PROCESS: This study is built around the in-depth analysis of projects (cases) which have been completed and which have incurred a time and/or dollar loss. To collect the information necessary for the analysis, the following steps need to be performed: 0 In-person interviews will be conducted with staff who planned. analyzed, designed, developed and produced the disc. The roles performed may include project director. instructional designer, programer and video producer. Each interview will take from one to two hours depending on the complexity of the project and the activities which generated problems in the process. The source of all information will be kept confidential. o The initial interviews may be followed by telephone interviews to clarify and expand information which may either not have been clear from the initial interviews or overlooked during the interviews. I wish to thank all participants in advance for your time and cooperation. I will be happy to share the final findings with all participants in this study. If you are interested in the findings. please don't hesitate to contact me at: Clara Steier 1041 Shaffer Trail Oviedo, FL 32765 305/365-2603 APPENDIX C INTERVIEW GUIDE 150 APPENDIX C INTERVIEW GUIDE IVD COST AND TIRE FACTOR STUDY The following interview guide was adhered to only as a checklist. since the recommended procedure for collecting data for the case study method was to permit 'the interviewee to control the conversation. Thus, logical sequence was not necessarily followed. It. was the responsibility of the interviewer to make sure that all areas of interest were covered. Accuracy was checked through reviewing audio tapes of the session. The areas listed below did not occur in all projects. The study focused on the problem areas in each project. Provisions were made for follow-up phone calls to clarify data and collect missed data. A. INTERVIEW RECORD IDENTIFICATION DATA (These data will be recorded verbally and in writing on a label on each tape) Date: Company : Interviewee: Position on Team: Telephone: 5 1 Address: B. INTRODUCTION OF NYSELF AND THE STUDY TO INCLUDE (Project Director or company contact) 1. Elicit cooperation. 2. Provide confidentiality guarantee by presenting of copy of the introductory letter to the study (This letter may have preceded in-person interview in many cases). 3. Ask permission to see products and documentation where appropriate. 151 ELICIT A DESCRIPTION OF THE PROJECT TO SET INTERVIENEE AT EASE (All participants) 4. Description of client to include type of organization and client knowledge and experience in interactive video. 5. Size of project. 6. Content type. 7. Equipment type and amount. 8. Degree of project completeness (up to implementation) 9. Obtain an overall view of the interviewee's assessment of the problematic areas (e.g.. design, scripting. or programming). 10. Determine interviewee terminology and definitions. GENERAL INFORMATION (Project Manager) 11. Descriptive information about the contracting company for the development of interactive videodiscs: b. Company Name: Company Size (number of people and skill types) Company Description: Organization (Generalists or specialists in Departments Experience in interactive videodisc: (1) Number of projects (2) Levels (1. 2. 3 or 4) (3) C1ient(s) (same or different) If previous disc experience: (1) Bow similar are completed projects? (2) what is the team composition for the projects (same or different)? 152 g. Staffing: (1) what type of credentials do you require? (2) How much individual experience do team mmmbers have in interactive video? or in related areas as CAI? linear video? h. Staff Training: (1) Nhat kind of training was provided to staff working on the project? (2) Now and by whom was the training conducted? when? Professional meetings and workshops - In-house by an employee or an outside firm 12. How often did you meet with the client and for what purposes? 13. What kind. if any. decisions were made by phone with: a. the client b. production houses c. other ANALYSIS PHASE (All subjects) 14. How would you define analysis? 15. 16. 17. 18. 19. 20. Describe your role in the analysis phase? a. How did you begin the work on this project? (1) Determine needs (2) Set goals (3) Collect and analyze tasks (4) Select hardware or software or both What type and number of client meetings were held during and after completion of the analysis? Can you describe how you conducted your task analysis? Who did the analysis? How many people were required to complete the analysis? what prior experience did you have doing analysis for interactive video? when and how did you select the hardware? software? 153 21. What criteria did you use to select the hardware? 22. When did you contact the mastering facility and for what? a. Input devices e. Added features - joysticks - range of color - mouse - operation - touch screen - cost - tablet or bit pad - availability - voice actuation - graphic overlays f. Predetermined by client - movement recognition - light pen g. Maintenance or repair - bar code reader - keyboard b. User controls - scan - stop - fast - slow - freeze c. Ease of Use - language - controls d. Visual clarity - resolution - other 23. Staffing: a. What people did you have to interact with during this phase? (1) Skills and knowledge (designers. develOpers, producers. programmers. other) b. Can you describe the interactions between team.members? (l) Kind (2) Amount P. DESIGN PHASE (All subjects) 24. Now would you define the design phase? 25. 26. 27. 28. 29. 30. 31. 32. 154 Describe your role during the design phase? a. How did you begin your work in this phase? (1) Select re-usable film. audio, graphics (2) Establish objectives (3) Establish performance measures (4) Deve10p management plan (5) Develop formats What type and number of client meetings were held during and after completion of the design work? Now many people were involved in doing the design work? What prior experience did you have in design for interactive videodisc? Staffing: a. What people did you have to interact with during this phase? (1) Skills and knowledge (designers. developers, producers, programmers. other) b. Can you describe the interactions between team members? (1) Kind (2) Amount Describe the processes and procedures you used to: Select re-usable film, audio. graphics Establish objectives Establish performance measures Develop management plan Develop formats (DO-00" how was the design affected by the analysis work? What decisions made in analysis affected the instructional features used in this design phase? a. hardware b. Software c. Content DEVELOPNENT PHASE (All subjects) 33. Now do you define the development phase? 34. 35. 36. 37. 38. 39. 40. 155 Describe your role during the development phase? How did you conduct the work of the development phase? a. Outline the content, interactivity and use of still frames b. Draft script and storyboard c. Develop display formats d. Reviews of scripts. storyboards for content, style, feasibility e. Design and develop the computer program f. Conduct formative try-outs g. Plan effects, animation b. Other What type and number of client meetings were held during and after completion of the development work? What prior experience did you have for doing development work in interactive videodisc? How was the development work affected by the: a. Analysis phase? b. Design phase? Staffing: a. What people did you have to interact with during this phase? (1) Skills and knowledge b. Can you describe the interactions between team members? (1) Kind (2) Amount How was the development work affected by: a. Hardware b. Software c. Content 156 41. Can you describe the procedures you follow which were different from. any other instructional medium. development work? a. Flowcharting b. Scripting c. Storyboarding d. Other PRODUCTION PHASE (All subjects) 42. Can you give me your definition of production? 43. Can you describe your role in the production phase? 44. How would you describe your procedures and activities during production? Typical production activities include: b. Preparation of production list, final script Coding Obtaining masters of existing materials used (audio, motion, stills, etc.) Contracting talent and music if needed Layout of disc Planning production Produce, review/approve video text, frames, animation Produce and review/approve art, photos, print materials Shoot location video Shoot studio video. record, edit Review and approve audio and video Preliminary edit Hake edit master tape (with effects) Review/approve master tape, print materials Nave master tape made into disc Review and approve disc-coded tape 45. 46. 47. ‘8. 49. 50. 51. 157 q. Review returned Check Disc r. Write computer program 8. Test and debug program t. Calculate frame numbers from master tape. enter program u. Enter final frame numbers in program v. Debug and refine program What parts of the production were done: a. In—house? b. With external sources? What prior experience did you have in doing interactive videodisc production? other related experience? Staffing: (a) What people did you have to interact with during this phase? (1) Skills and knowledge (designers. developers, programmers. producers, other) b. Can you describe the interactions between team members? (1) Kind (2) Amount How was the production phase affected by decisions and activities of the: a. Analysis phase b. Design phase c. Development phase flow was the production work affected by: a Hardware b. Software c. Content d. Other What type and number of client meetings were held during and after completion of the production work? Can you describe the product revision process which you used, if any? 52. 53. 158 How did you control the quality and performance of the mastering house? Describe the processes which are unique to interactive videodisc in the production phase? BUDGETING (Project Director, ID. Programmer. Video Producer) 54. 55. 56. 57. 58. 59. What was the original cost bid without overhead and profit dollars? (If willing to reveal). What was the final (actual) cost? (If willing to reveal). If subject is unwilling to reveal actual figures: a. Can you tell me how much over and under you were in cost by percentage (i.e.. 51, 101. etc.)? b. Can you tell me how much over or under you were in cost by percentage in each phase? What data were provided by the client contracting for the interactive videodisc? a. Can you describe the type of information provided? b. Sufficient level of information? c. What interaction was there between contractor and client before the proposed bid? d. What parameters and restrictions were placed by the client in: (a) Hardware (b) Content (c) Time (d) Instructional features (e) Software (f) Other Who established the project cost? and how did you go about the process? a. Entire interactive videodisc team b. Individual c. Contracts department d. Other What IVD software and equipment did you have in-house when you decided to bid on the project? 60. 61. 62. 63. 64. 65. 159 How were in-house materials used? What, if any, types of information (equipment/hardware! software) were investigated before the bidding or contracting? How did you select and contract staff for the project? What types of individual skills and resources were allocated for acquisition after award of the contract? In what amounts or numbers? a. Staff b. Equipment c. Software d. Facilities What kind of assumptions did you make. if any, when you bid the project? Can you describe the modifications you would make to your costing of future contracts for Level 3 interactive videodisc? END OF INTERVIEW GUIDE