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MULTIMEDIA PHASE 1
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
STEP 6 : Storyboard and Navigation




                                 18
STEP 6 : Storyboard and Navigation




                                 19
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
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
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
STEP 6 : Storyboard and Navigation




                                 23

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Multimedia phase 1

  • 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
  • 18. STEP 6 : Storyboard and Navigation 18
  • 19. STEP 6 : Storyboard and Navigation 19
  • 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
  • 23. STEP 6 : Storyboard and Navigation 23