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Adobe Captivate

The project featured below was made using Adobe Captivate. It includes interactive elements, such as click to reveal, branching scenarios, and drag and drop interactions, in order to simulate traveling through the Charlotte Douglas Airport. The full project plan, including the analysis, design, and development plans, are also linked below to provide insight and background information into the project's purpose.

CLT Douglas simulation.png

"Navigating the Charlotte-Douglas Airport" Simulation

The overall purpose of the simulation is to teach first time travelers how to get through the airport to their gate and assesses the player’s readiness and knowledge for each step. The simulation helps new travelers mentally prepare for their flight and ease any anxiety the travelers could have, minimizing their confusion while at the airport. Players will be able to practice the process as well before going to the airport as many times as they need while in a low stakes environment.
 
For this project, I closely followed the ADDIE framework, using Gagne's Domains and Conditions of Learning and Merrill's First Principles to design the instruction prior to developing it. This process, alongside the topic analysis, were crucial to understanding how players would meet the expected outcome of swiftly travelling through Charlotte Douglas Airport. I also utilized a very simple table format to plan the project's development, focusing on what the players would see on the screen, the actions that will take place on the screen, and the audio and/or text that players would experience. Throughout the simulation, Mayer’s Multimedia Principles are applied. Specifically, the redundancy principle, spatial contiguity principle, temporal contiguity principle, segmenting principle, multimedia principle, personalization principle, and the voice principle will be used and applied to several slides
 
Reflecting on the project, there are parts that I would now change for accessibility purposes. This simulation is not the most accessible for individuals with vision and hearing impairments. The instructions and information is verbalized to players without closed captioning being available. To alleviate that issue, I would add a transcript at the beginning of the simulation for players to access before playing. I would also adjust the color of the call outs and icons to have a better color contrast ratio with the background so that they stand out better for individuals with low vision and colorblindness.

To view the project in full, refer to the documents to the left.

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