Multimedia phase 1


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Multimedia phase 1

  2. 2. INTERACTIVE MULTIMEDIA DEVELOPMENT• PHASE 1 – PLANNING – Step 1 : Developing the concept – Step 2 : Stating the purpose – Step 3 : Identifying the target audience – Step 4 : Determining the treatment – Step 5 : Developing the specifications – Step 6 : Storyboard and navigation 2
  3. 3. STEP 1 : Developing The Concept• “What, in general, do we want to do?”• Every multimedia project originates as an idea.• The process for generating ideas can be as unstructured as brainstorming sessions or as formal as checklists with evaluation criteria which is based on current line. 3
  4. 4. STEP 1 : Developing The Concept• Such a series of questions might consists of the following: – How can we improve it? (make it faster, use better- quality graphics or updated content) – How can we change the content to appeal to a different market? (consumer, education, corporate) – How can we take advantage of new technologies? (virtual reality, speech recognition) – How can we repackage or repurpose our content? (books, movies, games, reference materials, brochures, magazines) 4
  5. 5. STEP 2 : Stating The Purpose• “What, specifically, do we want to accomplish?”• Once a concept has been developed, project goals and objectives need to be specified.• Goals are broad statements of what the project will accomplish, whereas objectives are more precise statements.• Goals and objectives help direct the development process and provide a way to evaluate the title both during and after its development. 5
  6. 6. STEP 2 : Stating The Purpose• Because multimedia development is a team process, objectives are necessary to keep the team focused, on-track, on budget, and on time.• They need to be stated in measurable terms, and they need to provide for a timeline. 6
  7. 7. STEP 3 : Identifying The Target Audience• “Who will use the title?”• Audiences can be described in many ways, in terms of demographics (location, age, sex, marital status, education, income, and so on) as well as lifestyle and attitudes.• Developers must determine what information is needed and how specifically to define the audience.• There is a trade-off between the size of an audience an a precise definition of it.• The larger the audience, the more diverse its needs and the more difficult it is to give them what they want. 7
  8. 8. STEP 4 : Determining The Treatment• “What is the look and feel?”• Taken together the concept, objectives and especially the audience will help determine how the title will be presented to the user.• Look and feel can include such things as the title’s tone, approach, metaphor and emphasis. 8
  9. 9. STEP 4 : Determining The Treatment• Tone – Will the title be humorous, serious, light, formal? – Is it for home use, games and recreational titles, humor or business use that are more serious in their tone.• Approach – How much direction will be provided to the user? – Approach is deciding how much help to provide and in what form; exploration 9
  10. 10. STEP 4 : Determining The Treatment• Metaphor – Will a metaphor be used to provide interest or to aid in understanding the title? – Examples of metaphor: • File cabinet • Books with chapters • Encyclopedia with articles • Television with channels • Shopping mall with stores • Museum with exhibits 10
  11. 11. STEP 4 : Determining The Treatment• Emphasis – How much emphasis will be placed on the various multimedia elements? – It is important to consider the significance of each element based on the concept, objectives, and audience for the title. – Budget and time constraints, however, may ultimately dictate the relative weight placed on text, sound, animation, graphics, and video. 11
  12. 12. STEP 5 : Developing The Specifications• “What precisely does the title include and how does it work?”• Specifications - list what will be included on each screen: – the target playback system – the elements should be included – the functionality of each object – the user interface• Specifications should be detailed as possible. 12
  13. 13. STEP 5 : Developing The Specifications• Target playback systems – The decision of what computers to target for playback is usually not difficult.• For example, an instructor who is developing a multimedia presentation would be confined to – the playback system set up in the classroom; – a sales representative might be restricted by the model of laptop computer that she carries; – or a person developing a title that runs on a kiosk would be restricted to the kiosk hardware. 13
  14. 14. STEP 5 : Developing The Specifications• Elements to be included – The specifications should include, as much as possible, details about the various elements that are to be included in the title.• For examples: – what are the sizes of various objects such as photos, buttons, text blocks? – what fonts, point sizes and type styles are to be used? – what are the colors for various objects? 14
  15. 15. STEP 5 : Developing The Specifications• Functionality – Objects such as text, graphics, buttons and hypertext are often part of multimedia title.• The specification should include how the program reacts to an action by the user, such as a mouse click.• The user needs feedback that the button has been selected.• If no feedback is given, the user might click on the button again, resulting in the undesirable effect of jumping to the wrong screen. 15
  16. 16. STEP 5 : Developing The Specifications• User interface – The user interface involves designing the appearance – how each object is arranged on the screen – and the interactivity – how the user navigates through the title. 16
  17. 17. STEP 6 : Storyboard and Navigation• “What do the screens look like and how are they linked?”• A storyboard – a representation of what each screen will look like and how the screens are linked. (often in the form of hand-drawn sketches)• The storyboard serve multiple purposes: – To provide an overview of the project – To provide a guide (road map) for the programmer – To illustrate the links among screens – To illustrate the functionality of the object 17
  18. 18. STEP 6 : Storyboard and Navigation 18
  19. 19. STEP 6 : Storyboard and Navigation 19
  20. 20. STEP 6 : Storyboard and Navigation• Another important feature of the storyboard is the navigation scheme.• The linking of screens through the use of buttons, hypertext, and hot spots allows the user to jump from one screen to another.• The multimedia developer decides how the various screens will be linked, and this is represented on the storyboard. 20
  21. 21. STEP 6 : Storyboard and Navigation• In some cases, the linking is too complex to land itself well to a storyboard display, the programmer would rely on the specifications to indicate the navigation scheme.• Navigation structure : – Linear – Hierarchical – Non-linear – Composite 21
  22. 22. STEP 6 : Storyboard and Navigation• Linear - Users navigate sequentially, from one frame of information to another.• Hierarchical - Users navigate along the branches of a tree structure that is shaped by the natural logic of the content. It is also called linear with branching.• Non-linear - Users navigate freely through the content, unbound by predetermined routes.• Composite - Users may navigate non-linearly, but are occasionally constrained to linear presentations. 22
  23. 23. STEP 6 : Storyboard and Navigation 23