2. CHAPTER HIGHLIGHTS
âą Multimedia development requires a team and a
development plan.
âą Team members provide specialized knowledge of media
creation.
âą Plan defines the set of tasks and procedures needed for
successful project development.
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3. DEVELOPMENT TEAM
âą Team of experts is important for project.
â They produce high quality media.
â They contribute to the development of ideas in the project cycle.
âą Development is both:
â Interactiveâteam members share expertise and ideas during
the development cycle.
â Iterativeârevisions result from development feedback.
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4. TEAM MEMBERS
âą Project manager
â Responsible for delivering the product with promised features,
on time, and on budget.
â Oversees the business aspects of the development process.
â Must be organized, focused, and task oriented.
âą Project designer
â Responsible for overall structure of content, the look, feel, and
functionality of user interface.
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5. TEAM MEMBERS
âą Content expert
â Has detailed understanding of the topic.
â Some projects may rely on the client to provide content for
project.
âą Writers
â Create original text for the project.
â Provide written requirements of the project such as
documentation, contracts, help screens.
â Technical writing skills are useful.
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6. MEDIA SPECIALISTS
âą Responsible for preparation of individual elements in a
multimedia application.
â Graphics specialist
âą Artists skilled in design principles and most current digital
technology.
â Sound specialist
âą Trained in traditional sound production and has a working
knowledge of a sound studio.
âą Familiar with digital tools for creating and editing sounds.
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7. MEDIA SPECIALISTS
â Animation artist
âą Understands the principles of composition and color and can
produce drawings.
âą Understands the elements of motion and can envision action
sequences.
âą Knows computer animation programs and techniques.
â Video specialist
âą Videographers who have knowledge of film techniques, writing,
sound, and digital video production and editing.
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8. MEDIA SPECIALISTS
â Programmer
âą Responsible for computer code that unites the media elements and
provides the product's functionality.
â Acquisitions Specialist
âą Knowledgeable about sources for copyright-protected content and
process of securing permissions.
âą Establishes agreements to protect the creative work of the project
developers.
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9. DEVELOPMENT PLAN
âą Addresses three essential tasks:
âą Definition
âą Design
âą Production.
âą Progress markers or rewards are identified at each
stage.
âą Deliverables are sent to the client as project takes
shape.
âą Payment schedules often tied to deliverables.
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Development is an iterative
process: earlier stages are re-
shaped as development
progresses.
Development is an iterative
process: earlier stages are re-
shaped as development
progresses.
10. STAGE 1: DEFINITION
âą Identify project goal or purpose.
âą Identify the audience.
âą Identify role of multimedia in this project.
âą Advantages of multimedia to accomplish goal.
âą Media elements it requires.
âą Forms of interactivity to provide.
âą Delivery method and cost estimate.
âą There are 3 Key documents in Stage 1
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11. KEY DOCUMENTSIN STAGE 1
âą Preliminary Proposal
â Short description of the proposed application.
âą Includes project goal, audience, outcomes, description of media,
types and uses of interactivity, preliminary cost estimate.
â Often includes a flowchart.
âą A simple box diagram with brief descriptions of product contents.
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13. KEY DOCUMENTSIN STAGE 1
âą Storyboard (Mockups)
â Series of sketches of major screens.
â Rough drawings of media elements such as photos, animations,
or videos are sketched in.
â Navigational aides are identified.
â Used to:
âą Communicate with the client during the definition stage
âą Communicate project goals and requirements to the development
team.
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15. KEY DOCUMENTSIN STAGE 1
âą Functional specification
â Detailed description of the elements and performance of
multimedia project.
â Basis of a detailed business contract.
âą Developer and client understanding of what has been promised and
the procedures to follow if changes are made in specifications.
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16. STAGE 2: DESIGN
âą Purpose is to create an incomplete working model of the
projectâprototype.
â First media elements are created.
â Interface is designed.
â Elements are combined to create the prototype.
âą Media Creation
â Required media identified in a content inventory list.
â Media preproduction, production, postproduction are carried out.
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17. INTERFACE DESIGN
âą User interface defines how user experiences the content
on the screen.
âą Goal of interface design is to engage the user.
â Must support the project goals, match the expectations and
abilities of audience.
â Should establish appropriate tone determined by style of media
elements and controls.
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18. INTERFACE DESIGN
âą Features of user interface
â Intuitive.
âą Immediately understood by the user.
âą Common strategy is to use a metaphor.
â Consistent.
âą Common backgrounds and consistent location of user controls.
â Predictable and reliable.
âą Similar actions should produce similar results.
âą Identical actions produce identical results.
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20. PROTOTYPE
âą A Prototype is an incomplete working model of the final
product.
âą Functions of a prototype:
â Refine the definition of the product
â Test proposed features
â Guide further work of team members.
âą Generally built in the authoring application that will
produce final project.
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21. PROTOTYPE (cont.)
âą Used to test the product itself.
â Test proposals.
â Test assumptions of definition and design stage.
â Test product to see if it performs as anticipated.
â Test navigation of product.
â Obtain internal and external product review.
âą Guides subsequent work to complete the project.
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23. STAGE 3: PRODUCTION
âą Remaining elements of product are created and
integrated into the application.
âą Includes quality assurance testing with bug reports and
corrective measures.
â Alpha version: includes most media elements but also many
"bugs."
â Beta version: includes all media but still has a few bugs.
â Gold master: complete, bug-free application.
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24. STAGE 3: PRODUCTION (cont.)
âą Completion of release notes, manuals, and packaging.
âą Project materials are systematically archived.
â Archived files may resolve disputes between client and
developers.
â Project may need revisions that use archived files.
â Copyrighted materials may be used in future projects.
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25. WRAPUP
âą Multimedia development is a team effort.
â Team members provide expertise in the varied disciplines
needed to complete the project.
â Process is interactive and iterative.
âą Development plan guides the process to keep production
on task and on time.
â Follows three major stages: Definition, Design, Production
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Notas do Editor
Not all development will have the array of team members we identify here. In some cases one person may do all the development, but in many cases a variety of expertise is part of a production staff. Rather than consider the individual persons on a team, it may be more realistic to consider the required skill sets that are part of the process. Some staff members may handle multiple roles because they have a wide range of skill sets.
Not all development will have the array of team members we identify here. In some cases one person may do all the development, but in many cases a variety of expertise is part of a production staff. Rather than consider the individual persons on a team, it may be more realistic to consider the required skill sets that are part of the process. Some staff members may handle multiple roles because they have a wide range of skill sets.
Sometimes referred to as mockups, comprehensive mockups, comps⊠etc..
Students should identify the uses for a content inventory list.
Identify the tasks done in each stage of media creation.
One navigation interface for the multimedia application, Exploring Fra Lippo Lippi. User can randomly access segments of the poem by clicking on a line number. Gray bar provides visual feedback on their progress through the poem. Other means of navigating the poem are presented in the overall design.
Prototype created in Flash MX, includes media, design, user interface and provides an incomplete working model to test the product's functionality.