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Manual Reuse Systems

In traditional, project-oriented design settings, each new project was a separate entity. Analysis, development, and production were defined by the time line and requirements of each discrete project, and instructional designers produced design and content as an artisan custom-crafting a product for a customer. When this process has worked correctly, it has worked very well. Students receive curriculum that is specifically fashioned to address their needs. Trainers and designers can be student advocates at many different levels. Everybody wins. However, there are some important limitations to this methodology.

It is important to understand that these limitations and disadvantages are not a function of the skills or artistry of the designer. However dedicated and talented a designer might be, armed with a typewriter and a mimeograph machine, he will be at a disadvantage compared with someone of, perhaps more pedestrian talents, but provided with computers and web-based delivery options.

At the same time, it must be admitted that the best tools will not make a poor designer produce excellent training content. Really good tools have been used to camouflage poor design. It is certainly easier for a incompetent instructional designer to produce much more crummy training deliverables with an XML content reuse system than when working alone with MS-Word.

Assuming competent designers. some of the most important limitations and disadvantages of the cottage industry approach to instructional development are:


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Next: XML Automated Systems Up: Process Previous: Process   Index
Henry Meyerding 2004-01-12