The document outlines the 6 steps of the planning phase for an interactive multimedia development project:
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2) Stating the purpose by specifying goals and measurable objectives to direct the team.
3) Identifying the target audience and their demographics, needs, and preferences.
4) Determining the treatment by defining the tone, approach, metaphors, and emphasis of multimedia elements.
5) Developing specifications by detailing each screen's content, functionality, and user interface.
6) Creating a storyboard and navigation scheme to visualize how screens are linked through buttons and pathways.
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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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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
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. 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. 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