In the first three articles of this series, I presented different approaches to e-Learning architectures. My main purpose was to provide a foundation for making informed and better decisions based on design, processes, software, and implementation. The lack of a well-defined e-Learning architecture is a major cause of slow implementation, high costs, and ineffective programs. On the other hand, a well thought-out e-Learning architecture leads to an efficient way of coordinating SMEs, software producers and developers, graphic artists, writers, and managers. It is also a way to persuade your senior management to take a new look at your e-Learning programs.
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In this final article of the series, I will focus on two questions. First, I’ll describe how to leverage authoring software and delivery applications for high REUSABILITY and rapid development. I’ll conclude by explaining how to hasten the DEVELOPMENT PROCESS of production through collaboration.
As a review, in Figure 1, you see the different components or methods of an e-Learning architecture.

Figure 1 An e-Learning architecture is made up of a variety of components or methods.
There are too many software applications supporting these components to mention or illustrate all of them here. However, here is a summary and some examples of the software that supports each method within the e-Learning architecture:
Basic architecture. Usually these are applications intended for basic content presentation. Some examples are PowerPoint, HTML editors such as Dreamweaver and FrontPage, Adobe PDF, Word documents, Excel files, Photoshop and Fireworks for graphics, Real Media and MS Media Player for audio, and MPEG or QuickTime for video.
Simulation, cases, discovery, scenario-based. Interactive design tools for simulation, such as Flash, Captivate, Director, and Authorware.
Virtual classroom. Hosted tools, including Web-Ex, LiveMeeting, Elluminate, and Brainshark.
Online help references. These would include CMS (content management systems), Wiki modules, and applications that support “frequently asked questions” (FAQs).
Performance support, knowledge management. Systems applications such as Java, CGI, LMS, KM and server-driven applications. Each method shown in Figure 1 uses one or a combination of these applications. Some software has universal use. For example, HTML editors and graphics tools are used in all of the methods. Other software is specific to a method, such as WebEx for virtual classrooms.
A game plan for selection of rapid development software
The cornerstones of rapid e-Learning design and development are e-Learning architecture, content design, software utilization, and the development process.
We need to have a software game plan or utilization plan that meets our rapid development objectives. The game plan must support our e-Learning architecture and content design and it should achieve our goals in e-Learning and rapid development. As we develop this software game plan for rapid development, we will need to address the following issues:
- Business needs: Will the software solutions meet the organization’s needs rapidly, with some balance for mid-term and long-term concerns? You don’t want to implement rapid solutions only to find that you incur huge costs in the long run.
- Quality: Regardless of the urgency, will we meet e-Learner needs? Although this outcome is often taken for granted, producers must still verify that rapid e-Learning will support rapid application.
- Content design: Will the authoring and delivery software allow the design to persist in the final product? It is common to see creative learning designs that are cut short or not supported by the software.
- Integration: Will we have the fastest, simplest, most wholly-integrated software that requires the least time to develop using less complex, easy to learn solutions?
- SME time: Will the authoring software cut the time required of subject matter experts (SMEs)? Will it facilitate SME submission, sharing, and approval of content?
- Software dependencies: Will the use of the software make you heavily dependent on IT talent, expertise, and related services? Find ways to control the processes, and share and collaborate with IT in the implementation of the solutions.
- Affordable and overall high payback: Will the software realize the highest payback of investment in actual dollars and time? Is the cost within your budget?
- Culture and politics: Will the software solution appeal to divergent interests? Will it help to overcome political differences or conflicting objectives that may torpedo your rapid e-Learning initiative?
- IT supported platforms: Will your solutions be accepted by IT? Will they be within the boundaries of IT policy “tolerances?” Your IT department may allow some software that they do not wholly support, but an alternate support plan has to be in place.

