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Interactive Multimedia

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Interactive Multimedia

  1. 1. Planning Interactive Multimedia
  2. 2. What is Interactive Multimedia? <ul><li>Multimedia is the integration of text, sound, graphics, animation and video into a single unit. </li></ul>
  3. 3. What is Interactive Multimedia? <ul><li>Interactive means that the user or audience has control over the program or presentation. </li></ul>
  4. 4. Designing IM <ul><li>Designing Interactive Multimedia is critical in making these elements easy to use and understand while at the same time creating an effective and useful program. </li></ul>
  5. 5. Appropriate uses of IM <ul><li>Games </li></ul><ul><li>Education </li></ul><ul><li>Training </li></ul><ul><li>Information presentation </li></ul><ul><li>Simulation </li></ul><ul><li>Corporate presentation </li></ul>
  6. 6. What is interface design? <ul><li>The interface is what connects the user to the content and helps shape the interactive experience. </li></ul><ul><li>It is everything a user sees, hears, touches and feels. </li></ul>
  7. 7. Getting started <ul><li>Please consider: </li></ul><ul><ul><li>Is an interactive multimedia program the best solution? </li></ul></ul><ul><ul><li>who will use the program? </li></ul></ul><ul><ul><li>where will the program be used? </li></ul></ul><ul><ul><li>does anything like this idea already exist? </li></ul></ul><ul><ul><li>are the resources available to make the program? </li></ul></ul>
  8. 8. Resources Required <ul><li>To make an interactive multimedia (IM) program you will need: </li></ul><ul><ul><li>A project management plan </li></ul></ul><ul><ul><li>People with knowledge and skills to help you </li></ul></ul><ul><ul><li>Tools - like Hardware, Software and Production Equipment </li></ul></ul><ul><ul><li>Subject matter and content to put into your program </li></ul></ul><ul><ul><li>Funding (for commercial programs) </li></ul></ul>
  9. 9. 1. Determine the needs & goals <ul><li>What is the expected outcome? </li></ul><ul><li>What do you want the user to learn/know? </li></ul><ul><li>Tools </li></ul><ul><ul><li>set up a schedule of events (timeline) and designate tasks </li></ul></ul>
  10. 10. 2. Learn the Content <ul><li>In some cases the content of the program may not be familiar to you - learn about the content yourself or use a subject matter expert </li></ul>
  11. 11. 3. Generate Ideas <ul><li>Brainstorming to generate creative ideas. </li></ul><ul><li>Better to do this activity with a group. </li></ul>
  12. 12. 3. Generate Ideas <ul><li>Brainstorming produces a long list of ideas - bad ones are eliminated and some plan/method of instruction needs to be developed. </li></ul>
  13. 13. 4. Storyboard <ul><li>Preparing textual & pictorial displays of EACH screen/scene </li></ul><ul><li>Each screen should be roughly illustrated and serve the purpose of generating further ideas. </li></ul>
  14. 14. 5. Flowchart the Program <ul><li>A series of diagrams describing the flow of the program. </li></ul><ul><li>The flowchart will contain information about what screen leads from one to another, what happens if a particular response is made, when does the program end etc. </li></ul>
  15. 15. 6. Detailed Design <ul><li>A paper based design stage where detailed information about the project and it’s content is created. </li></ul><ul><li>Each frame is detailed including graphics, text, multimedia components, navigation and actions </li></ul>
  16. 16. 7. Program It <ul><li>Translate the storyboard/flowchart into a series of instructions on the computer. i.e. Put the plan into practice! </li></ul><ul><li>This should be a prototype and is subjected to constant testing and debugging. </li></ul>
  17. 17. 8. Produce Support Materials <ul><li>User manuals </li></ul><ul><li>Technical manuals </li></ul><ul><li>Worksheets </li></ul><ul><li>CD Cover </li></ul>
  18. 18. 9. Evaluate & Revise <ul><li>Get feedback from users </li></ul><ul><li>Fix bugs </li></ul><ul><li>Final production </li></ul>
  19. 19. The Team <ul><li>Almost all multimedia projects are developed by a team rather than an individual. </li></ul>
  20. 20. The Team <ul><li>The types of specialists include </li></ul><ul><ul><li>Graphic Designers </li></ul></ul><ul><ul><li>Programmers </li></ul></ul><ul><ul><li>Producers (handle the day to day management of people and finances) </li></ul></ul>
  21. 21. The Team <ul><ul><li>Project Managers (oversee the projects timeline and resources) </li></ul></ul><ul><ul><li>Writers - creative and technical </li></ul></ul><ul><ul><li>User Interface Designers </li></ul></ul><ul><ul><li>Sound Designers </li></ul></ul><ul><ul><li>Videographers </li></ul></ul><ul><ul><li>Animators - 2-D and 3-D </li></ul></ul>
  22. 22. Planning Interactive Multimedia
  23. 23. What is Interactive Multimedia? <ul><li>Multimedia is the integration </li></ul>
  24. 24. What is Interactive Multimedia? <ul><li>Interactive means that the user or audience has control </li></ul>
  25. 25. Designing IM <ul><li>Designing Interactive Multimedia is critical in making these elements easy to use and understand while at the same time creating an effective and useful program. </li></ul>
  26. 26. Appropriate uses of IM <ul><li>Games </li></ul><ul><li>Education </li></ul><ul><li>Training </li></ul><ul><li>Information presentation </li></ul><ul><li>Simulation </li></ul><ul><li>Corporate presentation </li></ul>
  27. 27. What is interface design? <ul><li>The interface is what connects the user to the content and helps shape the interactive experience. </li></ul><ul><li>It is everything a user sees, hears, touches and feels. </li></ul>
  28. 28. Getting started <ul><li>Please consider: </li></ul><ul><ul><li>Is an interactive multimedia program the best solution? </li></ul></ul><ul><ul><li>who will use the program? </li></ul></ul><ul><ul><li>where will the program be used? </li></ul></ul><ul><ul><li>does anything like this idea already exist? </li></ul></ul><ul><ul><li>are the resources available to make the program? </li></ul></ul>
  29. 29. Resources Required <ul><li>To make an interactive multimedia (IM) program you will need: </li></ul><ul><ul><li>A project management plan </li></ul></ul><ul><ul><li>People with knowledge and skills to help you </li></ul></ul><ul><ul><li>Tools - like Hardware, Software and Production Equipment </li></ul></ul><ul><ul><li>Subject matter and content to put into your program </li></ul></ul><ul><ul><li>Funding (for commercial programs) </li></ul></ul>
  30. 30. 1. Determine the needs & goals <ul><li>What is the expected outcome? </li></ul><ul><li>What do you want the user to learn/know? </li></ul><ul><li>Tools </li></ul><ul><ul><li>set up a schedule of events (timeline) and designate tasks </li></ul></ul>
  31. 31. 2. Learn the Content <ul><li>In some cases the content of the program may not be familiar to you - learn about the content yourself or use a subject matter expert </li></ul>
  32. 32. 3. Generate Ideas <ul><li>Brainstorming to generate creative ideas. </li></ul><ul><li>Better to do this activity with a group. </li></ul>
  33. 33. 3. Generate Ideas <ul><li>Brainstorming produces a long list of ideas - bad ones are eliminated and some plan/method of instruction needs to be developed. </li></ul>
  34. 34. 4. Storyboard <ul><li>Preparing textual & pictorial displays of EACH screen/scene </li></ul><ul><li>Each screen should be roughly illustrated and serve the purpose of generating further ideas. </li></ul>
  35. 35. 5. Flowchart the Program <ul><li>A series of diagrams describing the flow of the program. </li></ul><ul><li>The flowchart will contain information about what screen leads from one to another, what happens if a particular response is made, when does the program end etc. </li></ul>
  36. 36. 6. Detailed Design <ul><li>A paper based design stage where detailed information about the project and it’s content is created. </li></ul><ul><li>Each frame is detailed including graphics, text, multimedia components, navigation and actions </li></ul>
  37. 37. 7. Program It <ul><li>Translate the storyboard/flowchart into a series of instructions on the computer. i.e. Put the plan into practice! </li></ul><ul><li>This should be a prototype and is subjected to constant testing and debugging. </li></ul>
  38. 38. 8. Produce Support Materials <ul><li>User manuals </li></ul><ul><li>Technical manuals </li></ul><ul><li>Worksheets </li></ul><ul><li>CD Cover </li></ul>
  39. 39. 9. Evaluate & Revise <ul><li>Get feedback from users </li></ul><ul><li>Fix bugs </li></ul><ul><li>Final production </li></ul>
  40. 40. The Team <ul><li>Almost all multimedia projects are developed by a team rather than an individual. </li></ul>
  41. 41. The Team <ul><li>The types of specialists include </li></ul><ul><ul><li>Graphic Designers </li></ul></ul><ul><ul><li>Programmers </li></ul></ul><ul><ul><li>Producers (handle the day to day management of people and finances) </li></ul></ul>
  42. 42. The Team <ul><ul><li>Project Managers (oversee the projects timeline and resources) </li></ul></ul><ul><ul><li>Writers - creative and technical </li></ul></ul><ul><ul><li>User Interface Designers </li></ul></ul><ul><ul><li>Sound Designers </li></ul></ul><ul><ul><li>Videographers </li></ul></ul><ul><ul><li>Animators - 2-D and 3-D </li></ul></ul>

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