Objective Mapping for Adobe Certified Associate in Rich Media Communication Using Adobe® Flash® CS5

The Adobe Certified Associate (ACA) Program in Rich Media Communication using Adobe Flash® Professional is an entry-level program for individuals who are seeking internships, jobs, or credits for college level programs in Rich Media.

Selected Element K courseware addresses Adobe Rich Media Communication Objectives for Flash CS5. The following tables indicate where Flash CS5 exam objectives are covered. For example, 3A indicates the lesson and topic number applicable to that skill.

Domain 1.0 Setting Project Requirements

Exam Objectives	Adobe® Flash® CS5: Level 1	Adobe® Flash® CS5: Level 2	Adobe® Flash® CS5: Level 3	
1.1 Identify the purpose, audience, and audience needs for rich media content.	
1.1a Identify information that determines purpose, audience, and audience needs for rich media content.	1C			
1.2 Identify rich media content that is relevant to the purpose of the media in which it will be used (websites, mobile devices, and so on).	
1.2a Identify criteria for determining whether content is relevant to the purpose.	1C			
1.3 Understand options for producing accessible rich media content.	
1.3a Explain why including accessible content in rich media elements matters to clients and the target audience.		8B		
1.3b Identify elements of a SWF movie that can be read by screen readers.		8B		
1.3c Demonstrate knowledge of ways to create accessible content in Flash.		8B		
1.4 Demonstrate knowledge of standard copyright rules (related terms, obtaining permission, and citing copyrighted material).	
1.4a Use copyright terms correctly, such as copyrighted, fair use doctrine, intellectual property, and derivative works.	4A			
1.4b Identify when permission must be obtained to use copyrighted material.	4A			
1.4c Identify methods used to indicate content as copyrighted.	4A			
1.4d Recognize proper methods for citing websites, images, sounds, video, and text from the Internet.	4A			
1.5 Understand project management tasks and responsibilities.	
1.5a Identify items that might appear on a project plan.		1C		
1.5b Identify phases that might appear on a project plan.		1C		
1.5c Identify deliverables that might be produced during the project.		1C		
1.5d Identify common problems and issues in project management.		1C		
1.6 Communicate with others (such as peers and clients) about design and content plans.		1C		

Domain 2.0 Identifying Rich Media Design Elements

2.1 Identify general and Flash-specific best practices for designing rich media content for a website.	
2.1a Identify attributes of a website that demonstrate consistency.	1C			
2.1b Identify techniques in Flash used to produce consistent elements.	1C			
2.1c Identify the benefits of consistency.	1C			
2.1d Demonstrate knowledge of web-safe colors.	2B			
2.1e Identify criteria for deciding if content should be implemented by using rich media.	1C			
2.1f Demonstrate knowledge of the benefits of using motion presets.	7B			
2.1g Identify the benefits of authoring FLV files for Adobe AIR.			4B	
2.1h Identify the benefits of including metadata into SWFs.	 	8A		
2.2 Demonstrate knowledge of design elements and principles.	
2.2a Demonstrate knowledge of graphic design elements and principles.	1C			
2.2b Identify examples of horizontal symmetry, vertical symmetry, diagonal symmetry, radial symmetry, and asymmetric layout.	1C			
2.2c Recognize examples of page designs that violate design principles or best practices.	1C			
2.3 Identify general and Flash-specific techniques to create rich media elements that are accessible and readable.	
2.3a Demonstrate knowledge of text formatting guidelines that improve readability.	6B			
2.3b Identify specific techniques used to make rich media content accessible to viewers with visual, auditory, and motor impairments.		8B		
2.4 Use a storyboard to produce rich media elements.	
2.4a Demonstrate knowledge of storyboards.		1A		
2.4b List kinds of information that need to be communicated through a storyboard.		1B, 1C		
2.5 Organize a Flash document.	
2.5a Demonstrate knowledge of structural elements used to organize a Flash document.	Across the course.	Across the course.		

Domain 3.0 Understanding Adobe Flash CS5 Interface

3.1 Identify elements of the Flash interface.	
3.1a Identify and label elements of the Flash interface.	1A			
3.1b Demonstrate knowledge of how to show and hide panels, including the Property inspector.	1B			
3.2 Use the Property inspector.	
3.2a Demonstrate knowledge of the various functions of the Property inspector.	2A onward			
3.3 Use the Timeline.	
3.3a Identify and label elements of the Timeline and their functions.	5C			
3.3b Demonstrate an understanding of frame rate and how it affects the playback, timing, and size of the finished published movie.	7A			
3.3c Demonstrate knowledge of using layers to arrange content on the Stage.	5C			
3.3d Demonstrate knowledge of how to add, name, arrange, delete, and organize layers into folders.	5C			
3.3e Demonstrate knowledge of how to preview a document (movie) by using the Timeline.	7B			
3.3f Demonstrate knowledge of how to add, delete, and rename layers.	5C			
3.3g Demonstrate knowledge of how to change the frame rate of a document.	7A			
3.3h Demonstrate knowledge of how to adjust layer properties.	5C			
3.4 Adjust document properties.	
3.4a List global document settings that can be adjusted by using the Document Properties dialog box.	2A			
3.4b Demonstrate knowledge of how to adjust Document Properties	2A			
3.5 Use Flash guides and rulers.	
3.5a Demonstrate knowledge of how to show and hide rulers.	2A			
3.5b Demonstrate knowledge of how to add and remove guides.	5A			
3.5c Demonstrate knowledge of guide properties	2A			
3.5d Demonstrate knowledge of how to set or change Guide Properties.	2A			
3.6 Use the Motion Editor.	
3.6a Demonstrate knowledge of object-based animation.	7B			
3.6b Demonstrate knowledge of motion paths and how to modify them with Bezier controls.	7B			
3.6c Demonstrate knowledge of how to adjust the timing of an animation.	7A			
3.7 Understand Flash file types.	
3.7a Demonstrate knowledge of the difference between a Flash document (FLA), a published file (SWF), and Flash video file (FLV).	1A			
3.7b Demonstrate knowledge of the difference between a video file and a Flash video in which the video has been embedded or linked.			2A	
3.7c Demonstrate knowledge of XMP and XFL file types.		8A	1A	
3.8 Identify best practices for managing the file size of a published Flash document.	
3.8a Identify best practices for managing the file size of published Flash document.	Across the course.	6A, 8C		

Domain 4.0 Building Rich Media Elements by Using Flash CS5

4.1 Make rich media content development decisions based on your analysis and interpretation of design specifications.	
4.1a Demonstrate knowledge of the relationship between end-user requirements and design and development decisions.	1C			
4.1b Identify rich content that is affected by end-user technical factors, such as download speed, screen resolution, operating system, and browser type.		8C		
4.2 Use tools on the Tools panel to select, create, and manipulate graphics and text.	
4.2a Identify or label the tools on the Tools panel.	2A			
4.2b Demonstrate knowledge of the difference between the Selection and Subselection tools.	2A			
4.2c Demonstrate knowledge of the terms “bitmap” and “vector” as used in drawing graphics in Flash.	4B			
4.2d Demonstrate knowledge of selection techniques used for working with and modifying shapes.	5A			
4.2e Given a set of tools, identify which tools are used for selection.	2A			
4.2f Given a set of tools, identify which tools are used for drawing or creating shapes.	2A			
4.2g Given a set of tools, identify which tools are used for modifying shapes	5A			
4.2h Identify the functions of tools on the Tools panel.	2A			
4.2i Demonstrate knowledge of how to use the tools on the Tools panel.	2A onward, Across the course.			
4.2j Demonstrate knowledge of how to use the Color panel to create and apply colors.	2B onward			
4.3 Import and modify graphics.	
4.3a Demonstrate knowledge of how to import graphics.	3A			
4.3b Identify which graphic file types can be imported to a Flash document.	4B			
4.3c Demonstrate knowledge of the difference between importing to the Stage and to the Library panel.	3A			
4.3d Demonstrate knowledge of techniques to modify graphics such as break apart, trace bitmap, and swap bitmap.	4C			
4.3e Demonstrate knowledge of how to break apart a graphic.	7B			
4.3f Demonstrate knowledge of how to trace a bitmap graphic.	4C			
4.4 Create text.	
4.4a Demonstrate knowledge of text types.	6A			
4.4b Demonstrate knowledge of how to create static text fields..	6B			
4.4c Demonstrate knowledge of the terms “expanding-width text block” and “fixed-width text block.”	6B			
4.4d Demonstrate knowledge of how to create and convert expanding-width and fixed-width text blocks.	6B			
4.4e Demonstrate knowledge of Text Layout Framework (TLF).	6A	4A		
4.4f Create text by using the TLF tool.		4A		
4.5 Adjust text properties.	
4.5a Identify which text properties can be adjusted by using the Property inspector.	6B	4A		
4.5b Demonstrate knowledge of how to change font and font size by using the Property inspector.	6A			
4.5c Demonstrate knowledge of how to adjust text color.	6A			
4.5d Demonstrate knowledge of how to size a block of static text.	6B			
4.5e Demonstrate knowledge of how to change the alignment of static text.	6A			
4.5f Demonstrate knowledge of the Alias text property.	6B			
4.5g Add graphic filters to text.		5D		
4.6 Create objects and convert them to symbols, including graphics, movie clips, and buttons	
4.6a Demonstrate knowledge of the characteristics of graphic, movie clip, and button symbols.	3A			
4.6b Demonstrate knowledge of how to convert an existing object (shape, text, graphic) into a symbol.	3A			
4.6c Demonstrate knowledge of how to create a new symbol.	3A			
4.6d Demonstrate knowledge of the states (up, down, over, hit) of a button symbol.		3B 		
4.6e Demonstrate knowledge of how to add over, down, and hit states to a button symbol.		3B		
4.6f Identify uses of transparent or invisible button symbols.		3B		
4.7 Understand symbols and the library.	
4.7a Demonstrate knowledge of symbols.	3A			
4.7b Demonstrate knowledge of the library, including types of objects stored in the library.	3A			
4.7c Identify the benefits of using symbols in a movie.	3A			
4.7d Demonstrate knowledge of the difference between a symbol and an instance of a symbol.	3B			
4.7e Demonstrate knowledge of how to create patterns from symbols.		2B		
4.8 Edit symbols and instances	
4.8a Demonstrate knowledge of how to edit symbols from the Stage and from the library.	3B			
4.8b Demonstrate knowledge of how to edit an instance of a symbol.	3B			
4.8c Demonstrate knowledge of the difference between editing a symbol and editing an instance of a symbol.	3B			
4.9 Create masks.	
4.9a Demonstrate knowledge of masks.	5C			
4.9b Demonstrate knowledge of how to create a mask layer and apply a mask.	5C			
4.10Create animations (changes in shape, position, size, color, and transparency).	
4.10a Demonstrate knowledge of the terms “tween,” “motion tween,” “shape tween,” and “keyframe animation.”	7B, 7A			
4.10b Identify the conditions and constraints for creating motion and shape tweens.	7B			
4.10c Demonstrate knowledge of the object-based tweening model and the motion editor.	7B		1B	
4.10d Demonstrate knowledge of the terms “frame,” “keyframe,” and “blank keyframe.”	7A			
4.10e Demonstrate knowledge of how to insert, remove, manipulate and clear keyframes and frames.	7A			
4.10f Identify advantages of using frame labels.		3A		
4.10g Demonstrate knowledge of how to create frame labels.		3A		
4.10h Demonstrate knowledge of how to create a shape tween.	7B			
4.10i Demonstrate knowledge of how to create a motion tween.	7B			
4.10j Demonstrate knowledge of the differences between animating text and animating symbols.	7B			
4.10k Demonstrate knowledge of ways to animate text.	7B			
4.10l Demonstrate knowledge of how to create effects such as fade in or fade out animation, change in color over time, and change in size.	7B			
4.10m Demonstrate knowledge of animating one or a series of symbols, shapes, or objects by using inverse kinematics with the bones tool. Bones tool w/Spring for Bones.		5A		
4.10n Demonstrate knowledge of best practices for shape tweening.	7B			
4.10o Demonstrate knowledge of how to identify and resolve tweening errors.	7B			
4.10p Demonstrate knowledge of how to create and use a motion guide to animate shapes, text, and symbols along a path.	7B			
4.10q Demonstrate knowledge of how to create and modify settings for Timeline effects.		5D		
4.10r Demonstrate knowledge of how to create motion presets.		5B		
4.11 Add simple controls through ActionScript 3.0.	
4.11a Demonstrate knowledge of simple actions (stop, gotoAndPlay, navigateToURL, SoundMixer.stopAll).	8B			
4.11b Demonstrate knowledge of basic concepts in object-oriented programming: function, variable, class, object, method, property.	8B			
4.11c Demonstrate knowledge of event-handling concepts in ActionScript 3.0: event source, event listener, listener function.	8B			
4.11d Demonstrate knowledge of how to add simple actions to a movie using ScriptAssist mode.	8A			
4.11e Demonstrate knowledge Code Snippets.	8C			
4.12 Import and use sound.	
4.12a Identify audio file types that can be imported for use in a Flash document.		6A		
4.12b Demonstrate knowledge of the terms “stream” and “event.”		6B		
4.12c Demonstrate knowledge of how to import a sound file.		6A		
4.12d Demonstrate knowledge of how to add sound to the Timeline.		6A		
4.12e Demonstrate knowledge of how to edit audio, including fading audio in and out.		6A		
4.13 Add and export video.	
4.13a Identify video file formats that can be included in a Flash document.			2A	
4.13b Demonstrate knowledge of best practices for incorporating video in a Flash document.			2B	
4.13c Demonstrate knowledge of how to create Flash video files (FLV)			2A	
4.13d Demonstrate knowledge of how to use the Adobe Media Encoder.			2A	
4.14 Publish and export Flash documents.	
4.14a Identify ways to optimizing a Flash document for the target audience.		8C		
4.14b Demonstrate knowledge of how to change publish settings for a document.		8C		
4.14c Demonstrate knowledge of file types that can be generated when publishing a document.		8C		
4.14d Demonstrate knowledge of how to generate a SWF file.		8C		
4.14e Demonstrate knowledge of why to add Flash Version detection to a Flash document when publishing a Flash website.		8C 		
4.14f Demonstrate knowledge of why to add Flash Version detection to a Flash document when publishing a Flash website.		8C		
4.14g Demonstrate knowledge of how to export images and movies.			Appendix C	
4.15 Make a document accessible.	
4.15a Demonstrate knowledge of how to set accessibility options for the entire document.		8B		
4.15b Demonstrate knowledge of how to set accessibility options for an individual object or movie clip symbol.		8B		
4.15c Demonstrate knowledge of why to hide objects from screen readers.		8B		
4.15d Demonstrate knowledge of how to hide objects from screen readers.		8B		

Domain 5.0 Evaluating Rich Media Elements by Using Flash CS5

5.1 Conduct basic technical tests.	
5.1a Identify what to look for when conducting a technical test of a document.			Appendix B	
5.1b Demonstrate knowledge of the differences between testing and previewing a movie.	7A			
5.1c Demonstrate knowledge of how to check spelling in a Flash document.	6A			
5.1d Demonstrate knowledge of how to test a Flash document against a storyboard.		1B		
5.2 Identify techniques for basic usability tests.	
5.2a Demonstrate knowledge of elements involved in conducting a usability test such as observation and interviews.			Appendix B