INTEGRATIVE MEDIA PROJECTDEVELOPMENT
OVERVIEW   Introduction   Steps in developing integrative media projects   Definition phase   Construction phase   Te...
INTRODUCTION   In developing integrative media project, a few    aspects need to be carefully considered -    accessibili...
STEPS IN DEVELOPING INTEGRATIVE MEDIAPROJECTS   Generally, the steps in software application/project    development invol...
STEPS IN DEVELOPING INTEGRATIVE MEDIAPROJECTS   Software Development Life Cycle (SDLC)                                 Th...
DEVELOPMENT LIFE CYCLE   The methodology may differ between projects    depending on goal, time, budget, etc             ...
7
8
DEFINITION9   Planning and analysis - Definition    Requirement Specs & Design
DEFINITION PHASE Planning and analysis is crucial in project  development. It will ensure the smooth flow of the develop...
DEFINITION PHASE CONT…   Identify the concept – the general idea of    the project       What are we developing?   Iden...
DEFINITION PHASE CONT…The deliverables for this stage Preliminary Proposal     Short description of the proposed applica...
DEFINITION PHASE CONT…The deliverable for this stage Storyboard   An illustrated scene-by-scene plan for telling a story...
DEFINITION PHASE CONT…   Storyboard cont..       Used to:         Communicate with the client          during the defin...
DEFINITION PHASE CONT…The deliverables for this stage Functional specification     Detailed description of the elements ...
DESIGN PHASE   Purpose is to create an incomplete working model    of the project - prototype.       First media element...
DESIGN GOALS   Simplicity       prettiest designs may not be the simplest, nor the easiest        to use   Consistency ...
DESIGN PHASE – INTERFACE DESIGN User interface defines how user experiences the  content on the screen. Goal of interfac...
DESIGN PHASE – INTERFACE DESIGN CONT…   Features of user interface       Intuitive.           Immediately understood by...
DESIGN PHASE – PROTOTYPE   A small-scale model of a product;   An incomplete working model of the final product   A lim...
DESIGN PHASE – PROTOTYPE CONT…Different kinds of prototyping Low-fidelity prototyping     Uses  a medium which is unlike...
CONSTRUCTION PHASE22   Building the application
CONSTRUCTION PHASE   Construction is the process of implementing –    building the real application   It is about transl...
TESTING PHASE24
TESTING PHASE   Walking in users shoes – before the user does so   Main questions     When to test     What to test   ...
TESTING PHASE Testing typically takes half of your development time.  Be sure to allow plenty of time for testing! But t...
TESTING PHASE   Examples of testing:       FUNCTIONAL TESTING         Validating an application or Web site conforms to...
TESTING PHASE CONT…   Examples of testing…       SYSTEM TESTING         Conducted on a complete, integrated system to e...
TESTING PHASE   Different timing..       Alpha           Done internally - between team members           Normally loo...
TESTING PHASE   Testing should have test plan with relevant information    on     schedule     resources     testing e...
TESTING PHASE In Interaction Design, multimedia, or HCI, “evaluation”  could also be a form of testing Two types of eval...
SUMMARY   Additional Readings       http://www.giac.org/cissp-papers/97.pdf       http://www.egyankosh.ac.in/bitstream/...
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Scct2013 topic6-integrative mediaprojectdevelopment

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Scct2013 topic6-integrative mediaprojectdevelopment

  1. 1. INTEGRATIVE MEDIA PROJECTDEVELOPMENT
  2. 2. OVERVIEW Introduction Steps in developing integrative media projects Definition phase Construction phase Testing phase 2
  3. 3. INTRODUCTION In developing integrative media project, a few aspects need to be carefully considered - accessibility, usability, appearance, etc. Successful product should be, among others, easily accessible, usable and useful, and aesthetically pleasing. A thorough planning and understanding of the project is crucial to:  Ensure product meets its goals and users‟ requirements 3  avoid waste – time, effort, money.
  4. 4. STEPS IN DEVELOPING INTEGRATIVE MEDIAPROJECTS Generally, the steps in software application/project development involves:  Analysis & planning  Requirements & Specifications  Design  Development  Testing  Delivery & Supports In practice, there might be overlaps of tasks in each step 4
  5. 5. STEPS IN DEVELOPING INTEGRATIVE MEDIAPROJECTS Software Development Life Cycle (SDLC) The use of terms in the development process may differ between projects/scholars, but they are about the same things.. Development is usually an iterative process. 5
  6. 6. DEVELOPMENT LIFE CYCLE The methodology may differ between projects depending on goal, time, budget, etc 6
  7. 7. 7
  8. 8. 8
  9. 9. DEFINITION9 Planning and analysis - Definition Requirement Specs & Design
  10. 10. DEFINITION PHASE Planning and analysis is crucial in project development. It will ensure the smooth flow of the development. It consists of the following steps:  Concept development What are you making?  Goal statement What is it for?  Users identification Who is for?  Implementation method  Identification of Specification What do you want to say?  Storyboard What will be used? 10
  11. 11. DEFINITION PHASE CONT… Identify the concept – the general idea of the project  What are we developing? Identify project goal or purpose.  What should the application accomplish? Identify the audience.  Who are the intended users? – demographics, attitude, aptitude Identify media required in this project.  Media elements it requires.  Forms of interactivity to provide.  Delivery method and cost estimate.
  12. 12. DEFINITION PHASE CONT…The deliverables for this stage Preliminary Proposal  Short description of the proposed application.  Includes project goal, audience, outcomes, description of media, types and uses of interactivity, preliminary cost estimate.  Often includes a flowchart.  A simple box diagram with brief descriptions of product contents. 12
  13. 13. DEFINITION PHASE CONT…The deliverable for this stage Storyboard  An illustrated scene-by-scene plan for telling a story: represents actions, images and narration unfolding over time  Each significant frame is described in (some) detail, the actors are outlined, and their important actions are spelled out  Rough drawings of media elements such as photos, animations, or videos are sketched in.  Navigational aides are identified. 13
  14. 14. DEFINITION PHASE CONT… Storyboard cont..  Used to:  Communicate with the client during the definition stage  Communicate project goals and requirements to the development team.  May be considered to be a specification of the prototype (and, ultimately, the product itself) Storyboard is also used in the design phase… overlap 14
  15. 15. DEFINITION PHASE CONT…The deliverables for this stage Functional specification  Detailed description of the elements and performance of the project.  Basis of a detailed business contract.  Developer and client understanding of what has been promised and the procedures to follow if changes are made in specifications. 15
  16. 16. DESIGN PHASE Purpose is to create an incomplete working model of the project - prototype.  First media elements are created.  Interface is designed.  Elements are combined to create the prototype.  Media Creation Required media identified in a content inventory list.  Media preproduction, production, postproduction are carried out. Two activities: - Interface Design 16 - Prototyping
  17. 17. DESIGN GOALS Simplicity  prettiest designs may not be the simplest, nor the easiest to use Consistency  reduces learning time and reduces chances for surprise, even with functions you have never used before  Increased familiarity translates into increased productivity User involvement  Most people like to get “involved”  People enjoy exploring and discovering new paths – reward curiosity by designing depth Affordability Fun, efficiency, timing 17
  18. 18. DESIGN PHASE – INTERFACE DESIGN User interface defines how user experiences the content on the screen. Goal of interface design is to engage the user.  Must support the project goals, match the expectations and abilities of audience.  Should establish appropriate tone determined by style of media elements and controls. 18
  19. 19. DESIGN PHASE – INTERFACE DESIGN CONT… Features of user interface  Intuitive.  Immediately understood by the user.  Common strategy is to use a metaphor.  Consistent.  Common backgrounds and consistent location of user controls.  E.g. use of the same background color throughout the application; use the same word for menu and place at the same location  Predictable and reliable.  Similar actions should produce similar results.  Identical actions produce identical results. 19
  20. 20. DESIGN PHASE – PROTOTYPE A small-scale model of a product; An incomplete working model of the final product A limited implementation of a design  Emphasizes exploration and experimentation  Prototyping helps simplify and improve production process  Often used as proof-of-concept and/or testing purposes Can use and Examples of prototype, among others: refine the  a series of screen sketches storyboard  a storyboard, i.e. a cartoon-like series of scenes produced in  a Powerpoint slide show design phase  a video simulating the use of a system  a cardboard mock-up  a piece of software with limited functionality written in the target language or in another language 20
  21. 21. DESIGN PHASE – PROTOTYPE CONT…Different kinds of prototyping Low-fidelity prototyping  Uses a medium which is unlike the final medium, e.g. paper, cardboard  Is quick, cheap and easily changed  Examples:  sketches of screens, task sequences,  „Post-it‟ notes  storyboards High-fidelity prototyping  Uses materials that you would expect to be in the final product.  Prototype looks more like the final system than a low-fidelity version. 21
  22. 22. CONSTRUCTION PHASE22 Building the application
  23. 23. CONSTRUCTION PHASE Construction is the process of implementing – building the real application It is about translating the design and requirements into the final form of the product to achieve the specified goals – users‟ and application‟s The main focus is the integration of content - text, graphics, audio, animation, video representation It requires the use of authoring or programming; and most of the authoring processes are discussed in topic 5 23
  24. 24. TESTING PHASE24
  25. 25. TESTING PHASE Walking in users shoes – before the user does so Main questions  When to test  What to test  How to test  When to stop testing Testing includes the following:  Unit-level testing, which ensures that system components work as expected  System-level testing, which ensures that the integrated system works as expected  Interface testing, which ensures that the system truly is 25 consistent, easy to use, and worth using
  26. 26. TESTING PHASE Testing typically takes half of your development time. Be sure to allow plenty of time for testing! But the crucial question is: can testing give us complete confidence in the product? 26
  27. 27. TESTING PHASE Examples of testing:  FUNCTIONAL TESTING  Validating an application or Web site conforms to its specifications and correctly performs all its required functions.  Entails a series of tests which perform a feature by feature validation of behavior, using a wide range of normal and erroneous input data.  Can involve testing of the products user interface, APIs, database management, security, installation, networking, etc  can be performed on an automated or manual basis using black box or white box methodologies 27
  28. 28. TESTING PHASE CONT… Examples of testing…  SYSTEM TESTING  Conducted on a complete, integrated system to evaluate the systems compliance with its specified requirements.  System testing falls within the scope of black box testing, and as such, should require no knowledge of the inner design of the code or logic.  UNIT TESTING  Functional and reliability testing in an Engineering environment.  Producing tests for the behavior of components of a product to ensure their correct behavior prior to system integration.  Etc… 28
  29. 29. TESTING PHASE Different timing..  Alpha  Done internally - between team members  Normally looks for bugs  Beta  “pre-release testing”  Sampling of intended users  User Study  Involves real users to perform set of real tasks  Evaluate the application – functionality, interface, ease-of use, etc  Methods include:  interviews  questionnaires (beliefs/attitudes)  diaries (times and events)  observation  "think aloud" protocols 29  Gaze or Eye-movement traces
  30. 30. TESTING PHASE Testing should have test plan with relevant information on  schedule  resources  testing environment  deliverables 30
  31. 31. TESTING PHASE In Interaction Design, multimedia, or HCI, “evaluation” could also be a form of testing Two types of evaluation:  Formative – internal, while in development phase  is done at different stages of development to check that the product meets users‟ needs  is a method for judging the worth of a program while the program activities are forming (in progress).  This part of the evaluation focuses on the process.  Summative – external  is a method of judging the worth of a program at the end of the program activities (summation).  The focus is on the outcome.  assesses the quality of a finished product. 31
  32. 32. SUMMARY Additional Readings  http://www.giac.org/cissp-papers/97.pdf  http://www.egyankosh.ac.in/bitstream/123456789/34036/1/ Unit-3.pdf  http://it.toolbox.com/blogs/enterprise-solutions/prototyping- types-of-prototypes-14927 32

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