UNIT IV – DESIGNING FOR MULTIMEDIA
CREATING THE APPEARANCE BASIC DESIGN PRINCIPLES:
The
application of design principles is important when determining how a screen
will look in a multimedia. Screen layout that is typical of many multimedia
titles, especially corporate communication, reference and training titles. The
objects (heading, text, graphic, and navigation buttons) on the screen are
fairly common to these titles, and the question becomes how to arrange them on
the screen are fairly common to these titles, and to maintain consistency in
the “look and feel” of each screen even when the objects change. Following are
selected design principles and examples of their use in multimedia.
BALACE:
In
general, as human being we seek to maintain balance. We want equilibrium in our
lives (balance work and play) and in our society (balance the scales of
society). Balance has a positive connotation, and therefore, we may respond
differently to visual images that are in balance and those that are out of
balance.
Balance
in screen design refers, in the distribution of optical weight in the layout.
Optical weight is the ability of an element (graphic, text, headline, subhead
and so on) to attract the user’s eye. Each element has optical weight as determined
by the nature and size. The nature of an element refers to its shape, color,
brightness and type.
More Optical Weight Less Optical Weight
Large Small
Dark Light
Color Black, White, Gray
Irregular Shape Regular Shape
Balance
is determined by the weight of the elements and their position on the screen.
That is, if you were to divide the screen into four parts, a balanced layout
would have about the same weight in each part.
Balance
can be achieved through symmetrical design or asymmetrical design. Symmetrical balance
is achieved through arranging similar elements, such as two graphics of equal
weight. Asymmetrical balance
is achieved by arranging dissimilar elements.
Symmetrical
design is static and suggests order and formality. It suitable for multimedia
titles that focus on corporate image for conservative organizations such as
banks and insurance companies. On the other hand, asymmetrical design is
dynamic and suggests
diversity and informality. It
might be appropriate for entertainment titles, where a feeling of movement and
discovery are important.
Following are ways to achieve balance in design:
Use even numbers of elements of
equal weight (symmetrical)
Use two or more elements of
smaller weight to balance one large element (asymmetrical)
Enclose
text in a box or use a color background to give it more weight Surround a dark
graphic with abundant white space
Balance can be affected by assigning attributes to
elements:
Size: Large
objects are perceived to be more important.
Position: Objects
that are placed higher on the screen are thought of as more dominant.
Color: The
color of an object can imply significance, such as red connoting heat, anger,
or stop.
Space: Too many
objects too close together may give the impression of clutter and
disorganization, whereas a few objects with abundant white space could convey
the opposite.
UNITY
Unity has
to do with how the various screen elements relate- how they “fit in”. An
element that seems out of place can be disconcerting to the user and distract
from achieving the desired effect of a particular screen. Unity reinforces the
message or theme on individual screens and provides consistency throughout the
title.
In
multimedia titles unity applies to the interactive design as users navigate
from one screen to another. Unity also applies to the design of each screen and
to the design of parts of a screen. For example, you would want to relate
headings with text, graphics with caption, and video clips with control.
MOVEMENT:
Movement
has to do with how the user works through the elements on the screen. In
balance design, this might be what is called optical center – a point somewhat
above the physical center of the screen. The tendency is to move from upper
left to lower right as we proceed through the contents of a screen.
Movement
is especially important in training and educational titles in which the
designer wants the user to work through the contents in a more structured way.
The
designer will try to effect movement and emphasize various elements by applying
certain design techniques:
Controlling where the user starts
on the screen by placing emphasis on a graphic, headline, or text block
Creating asymmetrical balance
Using lines or objects that point
in a certain direction
Using color gradients that go
from a light shade to a dark shade
Having people or animals looking
in the direction you want the user to look
The
designer can emphasize an element by making it a contrasting shape or color,
surrounding it with white space, using a different font or type style, creating
borders, and using different backgrounds for selected objects.
DESIGNING FOR INTERACTIVITY
The basic
design principles presented here are, in varying degrees, useful for any multimedia
title, but they focus on only the appearance. The goal of multimedia design is
to develop an interface that will allow user control in a way that works with
the content while addressing the needs of the users (For example, if a sound is
played, the user should be able to adjust the volume). In other words, the
design needs to be user centered. Several things affect the nature of the
interactive design, including the audient, type of title, and content.
AUDIENCE:
Foremost
in guiding the interactive design process is the end user. As much as possible,
the designer must understand the user’s needs and how they work with the
product. The tendency of the designer is to approach the design process from
his or her perspective, reflecting personal knowledge and experiences.
Designers might be computer “power users”, understanding graphical interfaces,
metaphors, icons and menu based navigational schemes, whereas the intended user
might be a novice who is intimidated by the computer. For example, they might
double click the mouse button to open program works. This user action might not
have occurred to the multimedia click. The challenge for designers is to put
themselves in the place of the user by asking some very fundamental questions:
What does
the user see on the screen? What does the user want to do?
What is the user’s realm of experience?
The type of title affects the design as illustrated
in the following examples.
If the title is a corporate
annual report and the user wants to quickly access specific information, the
design might need to accommodate only a main menu with a straightforward
navigation scheme and the user’s ability to point and click the mouse.
If the title is a reference work,
such as an encyclopedia, the designs might become more complex as the user is
given the ability to access a topic in several ways – menu, index, object, or
key word search.
If the title allows transaction,
such as a registration kiosk at a college, the designer must consider how the
users know which filed is active, how to more from field to field, and how to
indicate when they are done with a field and when they are done with the form.
If the title is a game and the
focus is on entertainment, the design might allow random interaction. Because
the focus is on exploration and discovery, users are not as concerned with
where they are and what they can do next.
CONTENT:
Following
are examples of the ways that content can influence the design of a title’s
interactivity.
Large amounts of content:
One of
the major considerations in designing interactivity is how many levels to
navigate. The tendency is to add more levels as the content increases. The more
levels, however, the greater the chance for confusion and frustration as users
try to determine where they are, how they got there, and how they can get back
to where they started. There are numerous ways to reduce the levels in a
multimedia title:
Provide shortcuts in the form of
hotwords or hot sports that skip several levels
Replace parts of the original
screen with new content, but leave the shell of the screen intact to maintain
the user’s frame of reference
User
pop-up windows that display additional information Use scroll bars for text
intensive titles
Provide tabs or bookmarks that
indicate where the user has been and allow the user to quickly return to
previously viewed screen.
Elements used in the title:
Another
way content affects interactive design is in the elements used. There are ways
to accommodate text-intensive titles. If video (or animation or sound) is used,
there are certain decisions to be made that affect interactive design:
Who
controls the video? Does the video play automatically or can the user stop and
start.
If it starts automatically, can
the user pause, stop, rewind, and cancel it? The user may have previously
viewed the video and does not want to see it again.
What will the controls look like?
Most people are familiar with standard VCR controls, but these controls may not
visually complement the rest of the screen.
Can the sound volume be adjusted?
Where and when does the video
image appear on the screen?
Nature of the content:
The content can suggest a theme
that the interactive design would need to complement and reinforce, as
illustrated in the following examples:
In a title on astronomy in which
students study the night sky, the view could be through a telescope that the
user manipulates with the mouse.
A reference title on the history
of cinema might include a control room with buttons that are used to open
curtains and play video clips that appear in a window resembling a movie
screen.
In a little that is a
walk-through of a museum, the interactive design might include a virtual
reality environment in which the mouse pointer is used to navigate through the
museum and the mouse button is used to zoom in on paintings.
GUIDELINES FOR INTERACTIVE DESIGN:
Following
are general guidelines that are useful in designing interactive multimedia,
especially informational titles.
MAKE IT SIMPLE, EASY IN UNDERSTAND AD EASY TO USE
The
entire design process is for the benefit of the user. The user should not have
to be taught how the navigation scheme and media controls work; they should be
intuitive. From the moment the first screen appears and throughout the
interactive process, users should know where they are and where they can go.
The initial screen should provide an indication of what is contained in the
title and how to navigate through it.
Metaphors
should be within the user’s frame of reference and consistent with the content.
All of the screen images including icons and pointer symbols as well as the
navigation process should complement each other and be consistent with the
title’s theme.
Consistency
is especially important for reference titles in which the user is searching for
specific information. Consistency applies to both the appearance of each screen
and how the navigation scheme works. The graphic in the first screen that is
used to navigate to the second screen becomes the background for the second
screen. This not only provides unity among various screens, but helps the user
understand the navigation process.
USE DESIGN TEMPLATES
A
template is a precise layout indicating where various elements will appear on
the screen. Templates can aid the design process in several ways:
Provide consistency: Each element of the screen will be in the same
location, which aids the user in understanding how the title works and
increases the speed at which the user can navigate through the title.
Shorten the development time: Given the similarity of many
screens, templates can reduce the amount of time needed to arrange elements on
the various screens.
Prevent “object shift”: An object that moves even one pixel as the user
navigates through the title causes a noticeable and disconnecting jump.
Templates that utilize grids can specify the exact layout, down to a pixel, of
each screen element and prevent objects from shifting.
PROVIDE FEEDBACK
Interactivity is a two way process. Users need to
know when a button has been clicked
– it
should change to a depressed state, change color, or play a sound. Users also
need to know when an object has been selected – it should appear highlighted, a
different color, or surrounded with a border. Another form of feedback is
shown, where check marks are used to indicate where the user has been or what
has already been viewed.
PROVIDE CHOICES AND ESCAPES
Avoid
long introduction of automatically scrolling text, narration, music, or
credits. Don’t make the user view a video or animation, or listen all the way
through sound clips that may already have been heard. Provide a way for the
user to skip or escape from viewing these elements. Additionally, care should
be taken in the use of Quit button. To avoid accidentally quitting, a prompt
should appear when the Quit button is selected to allow the user to confirm the
desire to quit.
Production
is concerned with preparing the multimedia title for use either as part of
presentation (sales, education, conferences), or for in house training, kiosk
delivery, or CD-ROM distribution.
If the
title is for presentation, it may simply be stored on the hard drive of a presentation
system or even fit on a floppy disk. It is convenient to store in house
presentations and training using CD-ROM.
Compact Disc
The
compact disc (CD) provided the technological advance that revolutionized the
multimedia industry in a way similar to the effect the printing press had on
publishing. The CD allowed developers to provide interactive features-rich
titles relatively easily. Compact discs offer many advantages:
Large storage capacity: CDs can hold more than 50 megabytes (MB) of data
and 74 minutes of audio.
Durability: CDs are
made of rigid plastic that is more sturdy than that used for floppy disks and
tapes.
More difficult to copy: Unlike floppy disks, which are easily copied, CDs
cannot be reproduced without expensive equipment.
Ease of distribution: Because of the light weight, size, durability and
non-volatility of CDS, they are easily distributed individually or in bulk.
Non-volatility : Unlike magnetic storage media (tapes and floppy and hard disks), CDs
utilize laser technology that physically alters the surface of the disc.
Low cost: Compact
discs are relatively inexpensive to produce compared with other media, such as
floppy disks, hard drives, and removable storage cartridges.
Disadvantages
of CD ROM
1.
CDs access time is very slow compared with hard
drives. (145 milliseconds compared with 12 milliseconds (ms)).
2.
Many old
computers do not have CD drives.
3.
CDs are
ready only. User cannot write to the CD.
CD STRUCTURE
In order
to understand the differences in CD formats, you need to be familiar with the
basics of a compact disk. A CD is 4½ inches in diameter, about 1 millimeter
(mm) thick, and can hold approximately 650 MB of data. It consists of plastic
coated with a thin layer of aluminum, which is in turn covered with lacquer.
During the production, “pits” are created
on the
disc using a molding process; between the pits are areas called “lands”.
Together pits and lands represent the digital coded data on the disc. When a
laser beam is passed over the disc, the light is reflected by the lands and not
by the pits. The reflected light is read by a sensor, and a signal is sent to
the computer, which translates the signal into binary code. The pits and lands
form a spiral track more than 3 miles long that starts at the inside (hub) of
the disc and continues to the outside edge.
CD FORMATS
Following is a brief overview of several CD
formats.
1.
CD Audio
The first
widely used compact discs were music CDs that appeared in the early 1980s. CD
Audio, or CD-DA, stands for compact disc – digital audio, the format for
storing recorded music in digital form, as on CDs that are commonly found in
music stores. The Red Book standards, created by Sony and Phillips, indicate
specifications such as the size of the pits and lands, how the audio is
organized and where it is located on the CD, as well as how errors are
corrected. CD Audio discs can hold up to 75 minutes of sound. To provide the
highest quality, the music is sampled at 44.1 kHz, 16 bit stereo.
The
Yellow Book standards built upon the Red Book, adding specifications for a
track to accommodate data, thus establishing a format for storing data,
including video and audio, in digital form on the compact disc. CD-ROM also
provided a better error checking scheme, which is important for data.
3.
ISO 9660
In 1985
representatives from several influential companies in the technology industry,
including Microsoft, Apple and Sony, met at the High Sierra Hotel in Reno to establish
standards that would allow CDs to be played across various computer platforms
like Macintosh, Windows and UNIX based computers. The results of this meeting
became known as the High Sierra standards, which shortly thereafter were
modified slightly and adopted by the International Standards Organization as
ISO 9660.
4.
CD-I
Developed
by Phillips in 1986, the specifications for CD-I, which stands for compact
disc-interactive, were published in the Green Book. CD-I is a platform specific
format; it required a CD-I player, with a proprietary operating system,
attached to a television set. One of the benefits of CD-I is its ability to
synchronize sound and pictures on a single track of the disc.
5.
CD-ROM XA
CD-ROM
extended architecture, or CD ROM XA, was developed by Microsoft, Phillips, and
Sony in 1988. This extension of the CD-ROM format allows for interleaving data
to enhance the playback of sound and video. It provides the same benefit of
better synchronized sound and pictures but it works with computer.
6.
Photo CD
The Photo
CD was developed in 1992 by Kodak as a means of storing and viewing photos,
slides, and film transparencies. The process involves scanning the photos with
a high end scanner, compressing the images, and writing them to a compact disc.
More than 100 photos can be stored on a CD. The images are indexed, and
thumbnails of several images can be displayed at one time. The most common use
of the Photo CD is for archiving images and incorporating them into CD titles.
Kodak created multisession disc.
During the process of creating a multisession disc, a particular directory
structure is created that provides access to each session’s data.
CD-R
short for compact disc-recordable, the CD-R file format allows single CDs to be
produced using a desktop CD ROM recorder. The CD-R format is also referred to
as compact disc-write once, or CD-WO. Compact disk recorders are laser based
systems that create one CD at a time – referred to as a one-off.
The CD
formats were developed specifically for a large market; business, education and
consumer. The following are some everyday examples of practical uses of the
CD-R format:
Archiving printed material by
scanning it into the computer and writing it to a
CD
Providing in house multimedia
training titles
Distributing
information to a small, select audience Creating a prototype of a CD title for
testing
Creating a premastered image file
for delivery to a company for mastering and replication.
THE PRODUCTION PROCESS FOR CD-ROM
This process
involved in creating CD-ROMs for mass distribution. The production process
involves premastering, mastering, replication labeling and packaging.
PREMASTERING:
The
purpose of premastering is to create an exact image of what will be placed on
the CD in an ISO 9660 or other CD format. The image file will include the data,
filenames and directories, error detection and correction routines, indexes,
and programs that become part of the finished CD.
Premastering involves the following steps.
Organizing and naming the titles: The file must be organized and named in such a way
as to be compliant with the desired CD format. For example, ISO 9660
specifications allow only eight levels of directories, and the filenames must
conform to the MS-DOS naming conventions.
Optimizing the file structure: This is necessary to speed up the retrieval time.
Related files should be placed physically together on the disc. Those files
that will be used often should be located near the beginning of the disc, where
access time is the shortest. Those files that will be used infrequently, such
as install programs, should be located near the outer edge of the disc.
Simulating a CD using a hard drive: Retrieval time for a hard drive
is faster than for a CD and testing a multimedia title using a hard drive might
not uncover performance shortcomings of the CD. There are premastering programs
that will simulate the CD drive’s seek and access time on a hard drive,
allowing you to test the file structure for optimization and to determine
problems that need to be corrected.
MASTERING AND REPLICATION:
The next
step is to create a master disc-a process known as mastering. Because of the cost of equipment, this is usually done
by companies specializing in disc replication. Using a laser, the information
on the premastered image file is burned onto a glass disc that has been covered
with a light-sensitive material. The material is washed away, leaving pits and
lands. The glass master is then used as a mold to create a stamper, which in
turn is used to create the actual CDs. Once the stampers have been developed,
the replication phase begins, and
hundreds of discs per hour can be created.
LABELING AND PACKAGING:
Labeling the CD is done through a
silk-screening process. The label usually contains the name of the title, the
name and logo of the company that developed the title, copyright information,
and graphics. Graphics are an important part of the CD because they can add to
its marketing appeal.
Packaging allows for bundling several
items together, as well as aids in the marketing of a product. Some CDs need to
be packaged in a large box because they require reference manuals or other
documentation. Other CDs are packaged in a large box to help in merchandising
the title. Large packages give the perception of added value, are useful in
attracting attention on the retail shelf, and can provide sales information.
The clear plastic jewel box has become a standard because of its relatively low
cost, superior protection and marketing features. This material can be used for
promotional purposes by utilizing graphics to attract potential customers. It
is also useful in providing important information such as the computer system
specifications required to run the CD.
DISTRIBUTING MULTIMEDIA TITLES
Developers
create the title and prepare it for mastering and replication. Publishers are
involved in the marketing and particularly the distribution of multimedia
titles. In many cases, the same company both develops and publishes the title.
DISTRIBUTING MULTIMEDIA TITLES ON CD-ROM Marketing Consumer Titles:
Multimedia
publishers face several market-related hurdles that must be overcome. First,
the industry is new and most consumers have little or no experience with multimedia
titles. Consumers are reluctant to spend money on something they are few
sources for reviews, previews, or ratings of multimedia titles. Most retailers
are not set up to demonstrate CD-ROM titles. There has been a high rate of
returns of CD-ROMs by first time buyers who purchased a title and then were
unable to run it on their computers. Retail employees may not have the training
to assist customers with technical problems. There is a lack of good content.
There are too many CD-ROM titles vying for too little shelf space. To overcome
these hurdles, a publisher must develop a marketing plan that involves
coordinated product, promotion, pricing, and distribution strategies.
Product
Strategy:
Multimedia
development companies realize that creating only one product, will not sustain
a company in the long run. Companies develop mission statements that often
include goals of becoming leaders in a particular field. In a highly
competitive field, a company’s multimedia titles must be differentiated from the
others. One way to differentiate would be to create a character such as Arthur
in the series of titles put out by Living Books. Each of the Arthur titles has
the same “look and feel”, objectives, main character, and theme. Another way to
differentiate a product is by creating high quality graphical images, rich
content, or expensive elements such as 3-D animation and video.
Another
product strategy is to develop brand-name recognition by the target market.
Startup companies must adhering to certain development standards and
specifications and by entering into a licensing agreement with Microsoft to
generate confidence in the consumer by association
Whatever
product strategy is used influences and is influenced by the publisher’s
strategies for promotion, pricing and distribution.
Promotion
Strategy:
Retailers are more
inclined to stock a title that has an aggressive promotional plan that includes
an advertising campaign, point-of-purchase material, and publicity. They are
interested in advertising that will stimulate demand for a product and pull the
customer into their store. The question is: Who pays for the advertisement? One
technique is for the retailer and the publisher to share the cost through a
cooperative advertising program.
Point-of-purchase materials
such as aisle displays can be tied in with an advertising campaign and are
useful in encouraging impulse buying. Aisle displays can increase the sales of
product by 25 percent or more, even if the price is not lowered. Point of
purchase displays must be designed, manufactured, and shipped to retailers,
however, and there may be no guarantee that the displays will be set up and
maintained by the retailer once they are received.
Publicity comes
from stories that appear in various news media. For multimedia titles this is
usually magazine, newspapers, and trade publications. The stories often appear
as reviews of new products. It is unbiased and therefore lends credibility to
the reviewer’s conclusions. It can be leveraged by including reviews in
advertising, on point-of-purchase displays, and on packaging. It can be
directed towards desired audience. Publicity is free. In order to generate
publicity, multimedia publishers prepare and distribute to selected reviewers
press kits containing product information and a full version of the title.
Pricing
Strategy:
Prices
for CD-ROM titles for the home market steadily declines from the $70 to $90 to
around $20 to $50. Pricing is heavily influenced by cost and competition.
Traditionally, companies have determined a suggested retail price (SR) and
provided discounts to different buyers. Wholesalers might receive a 50 percent
discount and retailers a 35 percent discount off of the suggested retail price,
which is usually above the street price – the price actually paid by the
consumer. This is one reason why retailers stock only the best-selling titles.
In many
cases, publishers have not approached the pricing of their products in a way
that will cover their entire costs. Some have included only development and
production costs and not provided for marketing costs or company overhead.
Distribution
Strategy:
Multimedia
is a new industry that affects many fields: entertainment, video, music,
computer, and education, to name but a few; and it involves many players book
publishers, film producers, software companies, small multimedia developers,
and so forth. A CD-ROM publisher has several options when determining how to
distribute consumer multimedia titles. The ultimate test of a title is its demand,
and sales are heavily influenced by retail exposure, advertising, and
point-of-purchase display.
In some
cases, company sells directly to retailers. Whatever model is used, there needs
to be a value-added effect as the product moves through the distribution
channel; that is, every link in the distribution chain needs to make some
contribution to the product and its perceived value to the consumer. The
following are the pros and cons of the various distribution models.
Wholesalers
buy from multimedia publishers and resell to others, including retailers,
catalog companies, and corporate and education markets. Wholesalers can provide
services such as controlling inventory, processing returns, and giving
technical support. A primary benefit for multimedia publishers, that
wholesalers offer access to a worldwide network of retailers. There are a few
large wholesalers that specialize in computer related products, including
hardware, software, and accessories.
There are
drawbacks to using wholesalers. Because wholesalers carry thousands of
products, there is little likelihood that they will actively promote any one
CD-ROM title or work to obtain retail shelf space.
Retailers:
One of
the best ways to reach the consumer market is through retailers, although a
typical retail outlet may stock only 100 to 200 titles out of the thousands
that are published each year. A retailer selling CD-ROM titles is interested in
maximizing sales per square foot of floor space by increasing inventory
turnover. Thus, a primary criterion for stocking a particular title is demand.
Forecasting
demand for a new title is risky. There is extreme price competition. Retailers
are also hesitant to do business with a company that has only one or two products.
Retailers often obtain market development funds, called slotting fees, from
publishers to stock a title.
Superstores
and Specialty Retailers:
Originally,
CD-ROM titles were sold through computer stores. This was because those who had
computers shopped at these outlets for software. Eventually, mass merchandisers
began carrying CD-ROM titles. Now book, toy, video and music stores as well as
other specialty retailers are selling multimedia titles. More than 25 percent
of independent bookstores carry CD-ROM titles. They average about 50 titles per
store and focus on reference and children’s titles. Specialty retailers offer a
good distribution alternative for multimedia publishers, especially when the
retailer’s customer base matches the publisher’s target market.
DISTRIBUTION ALTERNATIVES
These include direct, bundling, catalog sales,
rentals and partnerships.
Publishers
may find that mail order sales is a cost effective way to enter the market,
especially if mailing lists are available for their target audience. Mailing
lists, as well as printing and mailing costs, are relatively inexpensive when
compared with other advertising media such as newspapers and magazines.
Purchases by 5 percent of those receiving a mailing are typical. The important
thing is that the mailing list matches the target audience.
Bundling:
Bundling
involves the distribution of a multimedia title with some other product such as
a new computer or upgrade kit. This type of distribution is called OEM
marketing, because the publisher works with the “original equipment
manufacturer”. The advantage for the publisher is that essentially no marketing
costs are involved other than negotiating with the hardware manufacturer. A
disadvantage is that the large discounts required leave very little return on
each unit.
Catalog
Sales:
Several
companies, such as Micro-warehouse, PC connection, and Multiple Zones
International, publish monthly catalogs of computer hardware, software, and
CD-ROM titles and distribute these to selected markets. Multiple Zones, for
example, publishes the Mac Zone and the PC Zone as well as corporate,
education, home and international catalogs.
Rentals:
Some
retailers are experimenting with renting CD-ROMs. Blockbuster, a national chain
of video and music stores, rents and sells CD-ROM game and entertainment
titles. Publishers who are considering allowing their titles to be rented need
to consider the effect on sales.
Partnerships:
With the
incredible growth of multimedia developers and the distribution problems facing
them, it is surprise that partnerships, joint ventures, and acquisitions are
fairly common. Many of these bring together a developer and a distributor or
content expert. This minimizes the developer’s marketing costs and allows the
developer to concentrate on creating titles. Financial arrangements vary from
having a distributor fund that development costs to licensing a title and
paying a royalty on each unit sold.
Non
consumer titles, such as reference works used by libraries, corporate training
title, and educational titles directed at the college market, make up the vast
majority of CD-ROM sales. They are less complex to market than consumer titles,
do not require shelf space, and are not as prone to seasonal sales. This target
audience is usually smaller, more defined, and easier to reach. Large
wholesalers who sell to retailers, also have corporate divisions. Other
distributers such as Software Services, specialize in sales to educational
institutions or government agencies. Because of the fewer number of potential
buyers, telemarketing and direct mail campaigns can be effective. Trade shows
that allow vendor demonstrations are also a useful way to reach specific
industries.
DISTRIBUTING MULTIMEDIA TITLES ONLINE
In April
1994 here were 1,000 sites on the Internet. Eighteen months later there were
110000 sites. In 1996 there were more than 20 million people worldwide who had
access to the Internet. On prediction is that this number will exceed 50
million by the end of the century.
The
Internet is quickly becoming a major delivery medium for multimedia. The World
Wide Web provides all of the elements of multimedia, including sound,
animation, video and Hyperlinking – and the content can be updated as often as
desired. Thus the advantage of online distribution is the vast audience and the
ability of the developer to constantly refresh the content to keep it timely.
The drawback of delivering multimedia online is its slow speed. The fastest
commonly used modems transfer data at a fraction of the speed of CD drives, so
a major disadvantage of distributing online is the inability to deliver large
files quickly. On the other hand, although the information on a CD-ROM can be
accessed relatively quickly, once a CD is mastered no data can be added. This
means that whatever is on the CD when the user obtains it will not change.
Thus the
Internet and CD-ROMs are complementary – the strength of one overcomes the
weaknesses of the other. For example, Microsoft’s reference title Complete
Baseball provides historical data and team and player statistics. Those who
have registered copies of the CD-ROM can access daily game updates. This
distribution process has significant value for the education and corporate
training markets. An online course could be developed and a CD-ROM sent to
those who enroll. The CD-ROM would have course materials such as case studies,
reference works, tests, tutorials, virtual labs, and other tools. The online
component would allow instructors to give assignments involving material on the
CD-ROM, establish “chat rooms” for student discussion, and update and augment
materials as needed.
If a
publisher includes online distribution in the marketing mix, a decision needs
to be made on how to structure the online connection. The developer could
install a server and
establish
a home page that could be accessed by users, but consideration would need to be
given to how the system would be maintained and how often the content would be
updates.
Kiosk –
based Multimedia
A kiosk
is a computer-based system used to provide information and conduct
transactions. The most widely used kiosks are bank ATMs. Kiosks are a good
medium for multimedia because they can be configured to accommodate the needs
of the user and the developer. For example, a videodisc or a large hard drive
could be added to the system to accommodate video, a printer could be part of
the kiosk to provide a hard copy of desired information; and if the content
needed to be updated.
There are
two types of kiosks, informational and transactional. Transactional kiosks
provide for user input. Examples of transactional kiosks are ATMs, school
registration systems, and airline self ticketing systems. In most cases the
user must enter information in order to complete a transaction. An input device
such as a keyboard, numeric pad or card reader may be necessary. Fortunately, a
touch screen can display a keyboard, so no peripheral unit is needed.
Informational
kiosks are those found in shopping malls, libraries, and museums, which allow
the user to access information such as store location and hours; city services
and employment opportunities; and art collections and artist biographies.
The
success of a kiosk is to a large extent determined by its location; it needs to
be accessible to the intended audience. In most cases, this means locating the
kiosk in a high traffic area that is convenient to the potential user. Shopping
malls, college bookstores, bank buildings, airport terminals, libraries, and
museum lobbies are examples of practical locations. The kiosks location will
often have an effect on its features. For examples, sound might be considered a
desirable element that could be used to attract people to an amusement park
kiosk, but if the kiosk were located in a library reading room, the use of
sound would be misappropriate.
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