HIGH QUALITY/LOW COST
Challenge: Maintenance
Simulations were constructed with a “lock box” mentality.
Once you finished the content, it was packed up and locked into
some programming language. If you wanted to make edits, you needed
a programmer. And then you had to go through the process of putting
the black box together again and double-checking it to make sure
that the changes were replicated in the end product. The content
was also arranged in such a way that there was no hierarchy of
information. In other words, if you wanted to change one principle
or idea that occurred in a lot of different places, you had to
painstakingly go through perhaps hundreds of pages and find all
the instances where that idea occurred and change each. More often
than not, you missed a few.
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EB’s solution: EB addressed this issue
by separating the content (what the user sees, hears, and does)
from the code (how the user sees, hears, and does it). Hence,
authors can change the content as much as they’d like, without
having to touch the code. Since the tool allows instances of content
to be re-used throughout a simulation, authors can make changes in one or
more places and have those changes automatically propagated in appropriate
places. EB hosts the development system on its
server, so prototypes can be created and viewed at the touch of
a button. Moreover, rather than embed the simulation architecture
in a “black-box” environment such as Flash or Java,
EB’s proprietary architecture makes use of HTML “templates”
that your staff can freely manipulate to add or refine the
operation of the system. This makes EB simulations completely
“open source.”
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