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MULTIMEDIA
DEVELOPMENT
LIFECYCLE (MDL)
Week 2
P420 - 1 CMLA
Multimedia Presentation
for Public Relations
Swiss German University Indonesia
Multimedia Development Lifecycle (MDL)
•  Multimedia Development Life Cycle:
 Define > Plan > Implement > Construct > Evaluate



•  Define :
 •  Client’s needs assessment : state the purpose
 •  Identify Target Audience : audience assessment
 •  Goals, objective, activities



•  Planning :
 •  Develop specification
 •  Develop design strategy
 •  Create wireframe
Multimedia Development Lifecycle (MDL)
  •  Determine organizational structure
  •  Design navigation and user interface
  •  Select appropriate authoring medium and delivery system
  •  Task, deliverables, milestones
  •  Set definitive timelines for full production process



•  Implement :
  •  Proposal sign-off
  •  Getting resource from client
  •  Ensuring relevant personnel are available
Multimedia Development Lifecycle (MDL)
•  Construct :
  •  Create the multimedia elements and add the content
  •  Authoring interaction
  •  Preparing adjunct materials (user manuals)
  •  Integrating media and code
  •  Technical testing and subsequent alterations
  •  Alpha, beta, release candidate one (RC1)/release candidate 2 (RC2) and
     gold/master release production phases
  •  Focus group and user testing and subsequent alterations
  •  End user training
  •  Handover presentation and demonstration
Multimedia Development Lifecycle (MDL)
•  Evaluate :
  •  Complete Usability/User Testing Report
  •  Complete Effectiveness and Impact Report
  •  Complete Extension Report
  •  Undertake Evaluation as per the strategy previously outlined
  •  Undertake developer only evaluation
DESIGNING
MULTIMEDIA
P420 - 1 CMLA
Multimedia Presentation
for Public Relations
Week 2 Lecturing
Interface Design
•  Human interface
  •  Made for people
  •  Is where a real person meets with interactive system
  •  How does your system work with people
  •  How do people work with your system


•  Simple design is good design
•  People like nice surroundings
•  Design should communicate, not just dazzle
Interface Design
•  Object should visually mimic their function
•  Consistency is key
•  Stability is key
•  User should be in control
Susan Kare
Standard Interface Elements
•  Cursors
  •  Arrows, I-bars, drag handles, magnifying glass
Standard Interface Elements
•  Buttons
  •  Single-state, multi-state, reverting, non-reverting
Standard Interface Elements
•  Hyperlinks
  •  External and internal, with or without feedback


•  User Input fields
  •  Text boxes, check boxes, radio buttons




•  Scroll Bars
User Initiated Reactions
•  Cursor Changes
  •  Tool changes, context related changes


•  Button States
  •  Rollover, rollout, pressed, unpressed


•  Keyboard Input
  •  Copy-paste, arrow keys


•  Disjointed Rollovers
  •  Rolling over one object which changes the content of appearance of
   another
Authoring Vs. The Web
•  Standard HTML pages share common interface elements,
   which have limited styling capabilities
•  Flash and shockwave pages are virtually limitless in their
   capabilities for custom interface design
•  Authored interactive design can be Web Pages, CD-ROM,
   Games, Desktop Applications
Standard Interface
Non-Standard Interface
Non-Standard Interface
CD-Rom Interface
Standard Vs. Non-Standard
•  Standard elements have the benefit of wide distribution –
 you can assume many people will have used similar
 widgets before, but also presents a constrain designer

•  Non-standard or custom elements have the benefit of
 design freedom, but can become confusing for non-savy
 users
Standard Vs. Non-Standard

•  General rule:


       “Keep the principles of standard interface elements
 in mind when designing elements from scratch in director
 and flash”
CD-Rom Vs. The Web
Contra          :
•  Limited lifespan of authored content
•  High production and distribution cost
•  Constrained to traditional Software Development Lifecycle
   (SDLC)
•  Cross-platform development can be pain in the neck
CD-Rom Vs. The Web
Pro             :
•  No bandwidth issues; can be used to distribute large files
   like high quality DVD, Video, Games
•  Best of both worlds; can be used to access online data
   and content
•  Access to local file system
•  Tangible product
Desktop Application
Design Style

               •  Symmetry


               •  Emphasis


               •  Contrast
Design Style

               •  Balance


               •  High
                Contrast

               •  Emphasis
Design Style

               •  Pattern
                Rhythm

               •  Emphasis


               •  Proportion
Page Types
•  Splash Page
•  Homepage, Main Page
•  Content Page, Information Page
•  Search Page
•  User Input
•  Archive Page, Listing Page
•  Sitemap
•  Interactive
Splash Page
Homepage or Main Page
Content or Information Page
Search Page
User Input Page
Common Layout Terms
•  Body
  •  Main content, text, images

•  Header
  •  Logo, illustration, page or company name

•  Footer
  •  Copyright and privacy information

•  Menu
  •  Simple, drop-down, expanding

•  Sidebar
  •  Related information, metadata, links, feeds
Common Layout Terms
•  Breadcrumbs
  •  Link trails to show navigation progress


•  Pull Quotes
  •  Highlighted, indented sentence or paragraph of interest


•  Forms
  •  Data entry elements, such as log in fields, search fields, email subscription
   fields
Body
Header
Sidebar
Breadcrumb
Pull Quotes
SITE MAPS, NAVIGATION
AND FLOWCHART
What are site maps for?
•  Graphical overview of the page structure of a site


•  Show how pages link together
  •  Linear
  •  Hierarchial
  •  Cobweb
Linear navigation
Hierarchical navigation
Cobweb navigation
Site map example
What are navigational flowchart?
•  Graphical representation of the user experience
•  Set of icons used to describe the way the user interacts with the site



•  Also describe back-end processing
  •  Form validation
  •  Database lookups
  •  Downloads
Thank You

Leoni Rahmawati 2011

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Multimedia Development Lifecycle

  • 1. MULTIMEDIA DEVELOPMENT LIFECYCLE (MDL) Week 2 P420 - 1 CMLA Multimedia Presentation for Public Relations Swiss German University Indonesia
  • 2. Multimedia Development Lifecycle (MDL) •  Multimedia Development Life Cycle: Define > Plan > Implement > Construct > Evaluate •  Define : •  Client’s needs assessment : state the purpose •  Identify Target Audience : audience assessment •  Goals, objective, activities •  Planning : •  Develop specification •  Develop design strategy •  Create wireframe
  • 3. Multimedia Development Lifecycle (MDL) •  Determine organizational structure •  Design navigation and user interface •  Select appropriate authoring medium and delivery system •  Task, deliverables, milestones •  Set definitive timelines for full production process •  Implement : •  Proposal sign-off •  Getting resource from client •  Ensuring relevant personnel are available
  • 4. Multimedia Development Lifecycle (MDL) •  Construct : •  Create the multimedia elements and add the content •  Authoring interaction •  Preparing adjunct materials (user manuals) •  Integrating media and code •  Technical testing and subsequent alterations •  Alpha, beta, release candidate one (RC1)/release candidate 2 (RC2) and gold/master release production phases •  Focus group and user testing and subsequent alterations •  End user training •  Handover presentation and demonstration
  • 5. Multimedia Development Lifecycle (MDL) •  Evaluate : •  Complete Usability/User Testing Report •  Complete Effectiveness and Impact Report •  Complete Extension Report •  Undertake Evaluation as per the strategy previously outlined •  Undertake developer only evaluation
  • 6. DESIGNING MULTIMEDIA P420 - 1 CMLA Multimedia Presentation for Public Relations Week 2 Lecturing
  • 7. Interface Design •  Human interface •  Made for people •  Is where a real person meets with interactive system •  How does your system work with people •  How do people work with your system •  Simple design is good design •  People like nice surroundings •  Design should communicate, not just dazzle
  • 8. Interface Design •  Object should visually mimic their function •  Consistency is key •  Stability is key •  User should be in control
  • 10. Standard Interface Elements •  Cursors •  Arrows, I-bars, drag handles, magnifying glass
  • 11. Standard Interface Elements •  Buttons •  Single-state, multi-state, reverting, non-reverting
  • 12. Standard Interface Elements •  Hyperlinks •  External and internal, with or without feedback •  User Input fields •  Text boxes, check boxes, radio buttons •  Scroll Bars
  • 13. User Initiated Reactions •  Cursor Changes •  Tool changes, context related changes •  Button States •  Rollover, rollout, pressed, unpressed •  Keyboard Input •  Copy-paste, arrow keys •  Disjointed Rollovers •  Rolling over one object which changes the content of appearance of another
  • 14. Authoring Vs. The Web •  Standard HTML pages share common interface elements, which have limited styling capabilities •  Flash and shockwave pages are virtually limitless in their capabilities for custom interface design •  Authored interactive design can be Web Pages, CD-ROM, Games, Desktop Applications
  • 19. Standard Vs. Non-Standard •  Standard elements have the benefit of wide distribution – you can assume many people will have used similar widgets before, but also presents a constrain designer •  Non-standard or custom elements have the benefit of design freedom, but can become confusing for non-savy users
  • 20. Standard Vs. Non-Standard •  General rule: “Keep the principles of standard interface elements in mind when designing elements from scratch in director and flash”
  • 21. CD-Rom Vs. The Web Contra : •  Limited lifespan of authored content •  High production and distribution cost •  Constrained to traditional Software Development Lifecycle (SDLC) •  Cross-platform development can be pain in the neck
  • 22. CD-Rom Vs. The Web Pro : •  No bandwidth issues; can be used to distribute large files like high quality DVD, Video, Games •  Best of both worlds; can be used to access online data and content •  Access to local file system •  Tangible product
  • 24. Design Style •  Symmetry •  Emphasis •  Contrast
  • 25. Design Style •  Balance •  High Contrast •  Emphasis
  • 26. Design Style •  Pattern Rhythm •  Emphasis •  Proportion
  • 27. Page Types •  Splash Page •  Homepage, Main Page •  Content Page, Information Page •  Search Page •  User Input •  Archive Page, Listing Page •  Sitemap •  Interactive
  • 33. Common Layout Terms •  Body •  Main content, text, images •  Header •  Logo, illustration, page or company name •  Footer •  Copyright and privacy information •  Menu •  Simple, drop-down, expanding •  Sidebar •  Related information, metadata, links, feeds
  • 34. Common Layout Terms •  Breadcrumbs •  Link trails to show navigation progress •  Pull Quotes •  Highlighted, indented sentence or paragraph of interest •  Forms •  Data entry elements, such as log in fields, search fields, email subscription fields
  • 35. Body
  • 41. What are site maps for? •  Graphical overview of the page structure of a site •  Show how pages link together •  Linear •  Hierarchial •  Cobweb
  • 46. What are navigational flowchart? •  Graphical representation of the user experience •  Set of icons used to describe the way the user interacts with the site •  Also describe back-end processing •  Form validation •  Database lookups •  Downloads