multiplatform<br />Mike Dicks<br />
Introductions<br />
What is the Internet?<br />
The Internet<br />
What is the Web?<br />
Who invented the web?<br />
What is the social web?<br />
What do we mean by multi-platform?<br />
The end of TV?<br />
Multi-platform narratives<br />
convergence<br />“Convergence is a cultural, rather than technological, process. We now live in a world where every story,...
Kit convergence?<br />
Is everything becoming interactive?<br />OPEN<br />KOOL KIDS<br />GADGETIERS<br />GENERATION<br />CHASM?<br />CONTENT ACCE...
Web 2.0<br />
Carrier or Distributor?<br />
Rules of engagement<br />Producers (5%)<br />Deep content (5%)<br />Gaming Content (20%)<br />Players (20%)<br />Media (75...
Multiplatform M&L?<br />?<br />1954<br />2006<br />
Current Examples<br />
History of the world in 100 objects<br />
Embarrassing bodies<br />
World Without Oil (PBS / Writer Guy)<br />
Last Chance to See<br />
Kirill(MSN - WORLD)<br />
Kirill<br />
Landshare C4<br />
What do broadcasters want?<br />
Who is commissioning?<br />
BBC<br />
BBC OBJECTIVES<br />Distinctive -make the best of the BBC's strengths<br />Innovative - push our creative boundaries & exp...
BBC <br />
BBC<br />
C4<br />
C4 OBJECTIVES<br />Award-winning, technologically innovative and impactful cross-platform projectsIncrease in engagement o...
C4 GUIDELINES<br />Be an integrated content experience; TV elements are significantly enhanced due to interactive elements...
Multiplatform brief<br />BBC Switch<br />
BBC Switch<br />
brief<br />A multiplatform idea that appeals to young people’s sense of a mission to change the world and deal with the is...
Case Study<br />
Wannabes<br />
Sims meets Eastender<br />
How a new media team works<br />
Team workshop<br />
Project Roles<br />Senior designer<br />Copywriter<br />Account Executive<br />Editor (copy)<br />Silverlight developer<br...
Project teams<br />Editorial Director<br />Content<br />Producer<br />Editor (copy)<br />Senior Writer<br />CEO<br />Assis...
Project Manager<br />Prepare and track BUDGET, TIMELINE and SCOPE<br />Ensure everyone in the team know WHAT their tasks a...
Case Study – Empire’s Children<br />
Time Management<br />
Project Stages<br />SPECIFICATION / SCOPING / DISCOVERY<br />CREATIVE / DESIGN<br />CONTENT / EDITORIAL<br />DEVELOPMENT /...
Project plan/budget<br />
Tools<br />Notebook<br />Lists<br />Email<br />Phone<br />Meetings<br />RACI<br />Contract<br />Change Request<br />Word<b...
Empire’s Children<br />3 month project<br />
LUNCH<br />
Business Practice<br />
Multiplatform schedules<br />
documents<br />
Organisation<br />
recruitment<br />
Agencies – others exist<br />
negotiations<br />
The Final Countdown<br />
User Testing<br />Why?<br />Takes time<br />Can be costly<br />Have already considered everything<br />Cheaper than buildi...
Training<br />Start with core group of client admins<br />Documents<br />Running the session<br />
Delivery<br />What?<br />What assets are you contractually obliged to deliver?<br />Compiled code, raw code, raw design fi...
deliverables<br />Rough Cuts<br />Offline Edit<br />Final tape (TX)<br />Designs<br />Beta site (staging)<br />Live site<b...
On going work<br />De-bugging<br />New features<br />New design assets<br />Posting to social media<br />Monitoring social...
Q&A<br />
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Esodoc, multi-platform for documentary

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Slides deck from EsoDoc training course (July 2010)

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Esodoc, multi-platform for documentary

  1. 1. multiplatform<br />Mike Dicks<br />
  2. 2. Introductions<br />
  3. 3. What is the Internet?<br />
  4. 4. The Internet<br />
  5. 5. What is the Web?<br />
  6. 6. Who invented the web?<br />
  7. 7.
  8. 8. What is the social web?<br />
  9. 9.
  10. 10. What do we mean by multi-platform?<br />
  11. 11. The end of TV?<br />
  12. 12. Multi-platform narratives<br />
  13. 13. convergence<br />“Convergence is a cultural, rather than technological, process. We now live in a world where every story, image, sound, idea, brand and relationship will play itself out across all possible media platforms.”<br />Henry Jenkins, MIT<br />
  14. 14. Kit convergence?<br />
  15. 15.
  16. 16. Is everything becoming interactive?<br />OPEN<br />KOOL KIDS<br />GADGETIERS<br />GENERATION<br />CHASM?<br />CONTENT ACCESS<br />MASSIVE<br />PASSIVES<br />2012<br />2006<br />LIMITED<br />PASSIVE<br />INVOLVED<br />CONSUMER MEDIA CONTROL<br />SOURCE: <br />
  17. 17. Web 2.0<br />
  18. 18.
  19. 19. Carrier or Distributor?<br />
  20. 20. Rules of engagement<br />Producers (5%)<br />Deep content (5%)<br />Gaming Content (20%)<br />Players (20%)<br />Media (75%)<br />Passives (75%)<br />
  21. 21. Multiplatform M&L?<br />?<br />1954<br />2006<br />
  22. 22. Current Examples<br />
  23. 23. History of the world in 100 objects<br />
  24. 24. Embarrassing bodies<br />
  25. 25. World Without Oil (PBS / Writer Guy)<br />
  26. 26.
  27. 27.
  28. 28.
  29. 29.
  30. 30.
  31. 31.
  32. 32.
  33. 33.
  34. 34.
  35. 35.
  36. 36.
  37. 37.
  38. 38.
  39. 39. Last Chance to See<br />
  40. 40. Kirill(MSN - WORLD)<br />
  41. 41. Kirill<br />
  42. 42. Landshare C4<br />
  43. 43. What do broadcasters want?<br />
  44. 44. Who is commissioning?<br />
  45. 45. BBC<br />
  46. 46. BBC OBJECTIVES<br />Distinctive -make the best of the BBC's strengths<br />Innovative - push our creative boundaries & exploit the full potential of new media<br />Focused - deliver the multiplatform strategy<br />Excellent - inspire audiences, the wider industry and ourselves<br />Value for money - reach audience levels that will justify the spend<br />Public service - fit with the BBC's public purposes that will justify the spend<br />
  47. 47. BBC <br />
  48. 48. BBC<br />
  49. 49. C4<br />
  50. 50. C4 OBJECTIVES<br />Award-winning, technologically innovative and impactful cross-platform projectsIncrease in engagement online for key audiences and genres particularly News, Comedy, Arts and Health.<br />
  51. 51. C4 GUIDELINES<br />Be an integrated content experience; TV elements are significantly enhanced due to interactive elements and vice versa<br />Be a genuine first for the channel (e.g. the first time a particular game format has been commissioned), ideally for UK media<br />Grow the reach and/or impact of a core Channel 4 TV programme and/or genre onto a new platform <br />Be targeted at clearly identified needs of a core Channel 4 audience<br />If unrelated directly to a television programme or series, be audio-visual (in this context, audio-visual content means video, animation and/or game footage), and directly related to existing or potential talent and/or formats.<br />
  52. 52. Multiplatform brief<br />BBC Switch<br />
  53. 53. BBC Switch<br />
  54. 54. brief<br />A multiplatform idea that appeals to young people’s sense of a mission to change the world and deal with the issues of the environment – but it needs to be cool not worthy, personal not global.<br />IE it is something that drives real action. <br />It must include TV as one of the platforms<br />
  55. 55. Case Study<br />
  56. 56. Wannabes<br />
  57. 57. Sims meets Eastender<br />
  58. 58. How a new media team works<br />
  59. 59. Team workshop<br />
  60. 60. Project Roles<br />Senior designer<br />Copywriter<br />Account Executive<br />Editor (copy)<br />Silverlight developer<br />Project Coordinator<br />CEO<br />Creative Director<br />Senior Writer<br />Assistant Producer<br />IT Director<br />IT Support<br />Front end developer<br />Designer<br />Flash developer<br />Editor (video)<br />Information Architect<br />Account Manager<br />CTO<br />Producer<br />Head of Client Services<br />Animator<br />Cameraman<br />MD<br />Director (video)<br />Editorial Director<br />Project Manager<br />User Experience<br />SEO<br />Artworker<br />Back end developer<br />Analytics<br />Translator<br />
  61. 61. Project teams<br />Editorial Director<br />Content<br />Producer<br />Editor (copy)<br />Senior Writer<br />CEO<br />Assistant Producer<br />MD<br />Copywriter<br />Editor (video)<br />Project Coordinator<br />Head of Client Services<br />Account Manager<br />Cameraman<br />User Experience<br />SEO<br />Information Architect<br />Analytics<br />Director (video)<br />Project Manager<br />Artworker<br />Account Executive<br />Back end developer<br />Senior designer<br />Silverlight developer<br />Front end developer<br />Designer<br />CTO<br />Flash developer<br />Animator<br />IT Support<br />Technical<br />Design<br />IT Director<br />Creative Director<br />
  62. 62. Project Manager<br />Prepare and track BUDGET, TIMELINE and SCOPE<br />Ensure everyone in the team know WHAT their tasks are, WHY they need to be done and WHEN they need to be done by<br />Keep the team and client REGULARLY UPDATED on progress, changes and issues<br />BE AVAILABLE to answer questions, problem solve and make informed decisions quickly<br />Ensure invoices send out and CLIENT PAYS on time<br />
  63. 63. Case Study – Empire’s Children<br />
  64. 64. Time Management<br />
  65. 65. Project Stages<br />SPECIFICATION / SCOPING / DISCOVERY<br />CREATIVE / DESIGN<br />CONTENT / EDITORIAL<br />DEVELOPMENT / TECHNICAL<br />TESTING / QA<br />DELIVERY<br />MAINTENANCE / ON GOING SUPPORT<br />
  66. 66. Project plan/budget<br />
  67. 67. Tools<br />Notebook<br />Lists<br />Email<br />Phone<br />Meetings<br />RACI<br />Contract<br />Change Request<br />Word<br />Excel<br />Powerpoint<br />Project<br />Google Docs<br />Basecamp<br />Visio<br />Fireworks<br />Flash<br />Photoshop<br />Illustrator<br />Dreamweaver<br />
  68. 68. Empire’s Children<br />3 month project<br />
  69. 69. LUNCH<br />
  70. 70. Business Practice<br />
  71. 71. Multiplatform schedules<br />
  72. 72. documents<br />
  73. 73. Organisation<br />
  74. 74. recruitment<br />
  75. 75. Agencies – others exist<br />
  76. 76. negotiations<br />
  77. 77. The Final Countdown<br />
  78. 78. User Testing<br />Why?<br />Takes time<br />Can be costly<br />Have already considered everything<br />Cheaper than building the wrong site<br />When?<br />Wireframes<br />Initial designs<br />Design development<br />Functional prototype<br />How?<br />6 users per session, 1 hour per user<br />Have a script to follow with specific questions and tasks for users to try out<br />Avoid leading questions<br />Start and end with same overview questions<br />
  79. 79. Training<br />Start with core group of client admins<br />Documents<br />Running the session<br />
  80. 80. Delivery<br />What?<br />What assets are you contractually obliged to deliver?<br />Compiled code, raw code, raw design files, documentation?<br />How?<br />Organise content in clearly labelled and structured folders<br />Size of data<br />Email / USB stick / DVD / FTP / Webpage<br />Know which member(s) of the client team the different assets have to go to<br />Ensure they acknowledge receipt of the files<br />When?<br />Never go live on a Friday<br />Get the site on to the hosting environment as soon as its ready for testing<br />Have documents ready to deliver with the site<br />
  81. 81. deliverables<br />Rough Cuts<br />Offline Edit<br />Final tape (TX)<br />Designs<br />Beta site (staging)<br />Live site<br />Documentation <br />
  82. 82. On going work<br />De-bugging<br />New features<br />New design assets<br />Posting to social media<br />Monitoring social media<br />Monitoring analytics<br />Monitoring SEO<br />
  83. 83. Q&A<br />

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