Unit of competency Outline

Date retreived
23/07/2026 12:50 AM AWST

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Design interactive media

Design interactive media

Unit of competency
National Code
ICAGAM412A
State Code
D7799
TGA Status
Replaced
DTWD Status
Replaced
Current Release Number
1.00
Current Release Date
18/07/2011
State Implementation and Classification
Approved Date
04/11/2011
Field of Education
100701 - Audio Visual Studies
Original Release Date
04/11/2011
Nominal Hours
40
Description
This unit describes the performance outcomes, skills and knowledge required to design and implement technologies relating to human-computer interaction.
Notes
Elements and Performance Criteria
1. Define human-computer hardware interface devices
  • 1.1 Identify standard human-computer interaction devices
  • 1.2 Identify game-specific human-computer interaction devices and the common controls used in their implementation
2. Research common event handling systems
  • 2.1 Identify and review industry standard event handling systems used in application libraries
  • 2.2 Create and application, accessing and using technologies and showcasing captured events from hardware devices
  • 2.3 Discuss considerations for human-computer interaction device selection
3. Understand commonly used graphical user interface (GUI) widget sets
  • 3.1 Identify common widgets and their usage within an application environment
  • 3.2 Identify and review industry standard graphical user interface libraries and their relevancy within game-engine software
  • 3.3 Discuss considerations for selection of widgets within a game heads up display (HUD)
  • 3.4 Use human-computer interface devices and event handling call-backs in the creation of an application, showcasing captured events with GUI widgets
4. Design a simple media software device
  • 4.1 Discuss and design a prototype for the development of a custom user interface widget to be used within a game heads up display environment
  • 4.2 Select GUI software for implementation and discuss ramifications of selection
5. Build and implement a simple media software device
  • 5.1 Integrate all custom widget elements as required by prototype specifications
  • 5.2 Make final checks to ensure functionality conforms to the original design
  • 5.3 Save into specified storage systems
The range statement relates to the unit of competency as a whole. It allows for different work environments and situations that may affect performance. Bold italicised wording, if used in the performance criteria, is detailed below. Essential operating conditions that may be present with training and assessment (depending on the work situation, needs of the candidate, accessibility of the item, and local industry and regional contexts) may also be included.

Standard human-computer interface devices may include:
keyboards
mice
track balls
track pads
web cameras.
Game-specific human-computer interaction devices may include:
game pads
gaming keyboards
gaming mice
joysticks.
Common controls of devices may include:
analog hats
buttons
digital pads
joysticks
keys.
Application libraries may include:
DirectX
Irrlicht
Microsoft Visual Studio
Ogre
OpenGL
Simple DirectMedia Layer (SDL).
Common widgets may include:
buttons
check boxes
containers
drop down menus
environments
images
input text boxes
input text fields
labels
radio buttons
scroll bars
tabs
Windows.
Graphical user interface libraries may include:
Carbon
Cocoa
GLUI
Guichan
Java Swing
Microsoft Foundation Classes
WX Widgets.
Heads up displays may involve the use of:
chat windows
context menus
dialogue screens
health bars, ammunition bars and mana bars
inventory screens
main menus
objective guides
overhead maps, mini maps and compasses
pause screens.
Designing a prototype may involve:
defining a clear context in which the custom widget will be implemented in and used for
having a firm knowledge of existing game-engine architecture
prototyping for a specific purpose
researching existing widgets used in existing products.
The evidence guide provides advice on assessment and must be read in conjunction with the performance criteria, required skills and knowledge, range statement and the Assessment Guidelines for the Training Package.

Overview of assessment

Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the ability to:
explain commonly used hardware and software as it applies to a human-computer interaction environment
develop simple applications using correct methods of hardware event handling
use such technologies within the context of a video game environment
produce a custom control for use within a large project
present a completed project on time.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
copyright and intellectual property legislation
OHS legislation and enterprise policy
appropriate learning and assessment support when required
modified equipment for people with special needs.
Method of assessment
A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:
evaluation of work samples or simulated workplace activities
verbal or written questioning to confirm knowledge of design processes and methods used to resolve issues and problems
analysis of fault-finding exercises
evaluation of reports and logbooks.
Guidance information for assessment
Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.
Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.
Indigenous people and other people from a non-English speaking background may need additional support.
In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.
Replaced By
State Code National Code Title Type
AUT75 ICTGAM412 Design interactive media Unit of competency