UNIT III – DEVELOPING MULTIMEDIA
STEPS IN
DEVELOPING INTERACTIVE MULTIMEDIA
The three phases of multimedia development and the
steps they involve are given
below:
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
Phase 2 –
Creating
Step 7 :
Developing the content
Step 8 :
Authoring the title
Phase 3 –
Testing
Step 9 :
Testing the title
THE PLANNING PHASE
STEP 1 : DEVELOPING THE CONCEPT
Every
multimedia project originates as an idea. The idea for what was to become a
series of very popular multimedia title. The process of generating idea can be
as unstructured as brainstorming session. The company might have a process for
generating new product ideas that includes asking questions about the current product
line. Such a series of questions might consist 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 make it disposal?
How can we change it from a
single title to series?
How can we repackage or repurpose
our content (books, movies, games, reference materials, brochures, magazines)?
Ideas can
provide the vision, but they must be presented in a way that can guide the
development process. That is, they must be stated as clear, measurable, and
obtainable objectives.
Once a concept has been developed, project goals
and objectives need to be specified.
This is perhaps the most critical step in
multimedia planning. 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. Because
multimedia development is a team process,
objectives are necessary to be stated in measurable
terms, and they need to provide for a
timeline. The goal for a specific multimedia title
must fit within the overall mission of the
company or organization.
Example for GOALS,
“Be the leader in educational CDs”
“Use multimedia to reduce our training costs”
“Produce the best CD title on fly fishing”
Example for OBJECTIVES,
“To
develop an entertainment title based on the book Tracks which chronicles own
women’s journey across the continent of Australia. The title will include an
interactive map and allows viewing photographs and text about any selected map
location. Sound clips will provide narrations.”
STEP 3 : IDENTIFYING THE TARGET AUDIENCE
The more
information a developer has about potential users, the more likely a title can
be created that will satisfy the users’ needs and be successful. Audience can
be described in many ways, in terms of demographics (location, age, sex,
marital status, education, income and so on) as well as life style and
attitudes. Developer must determine what information is needed & how
specifically to define the audience. There is a trade-off between the size of
an audience and a precise definition of it. Companies want to identify as large
an audience as possible in order to maximize potential sales. The large the audience,
however, the more diverse its needs and the more difficult it is to “give them
what they want”.
STEP 4 : DTERMINING THE TREATMENT
“What is
the ‘look and feel’ can include such things as the title’s tone, approach,
metaphor and emphasis.
TONE :
While the
title be humorous, serious, light, formal? Many multimedia titles intended for
home use, such as games and recreational titles, include humor, whereas those
intended for business use are more serious in their tone. Titles intended for
children tend to be whimsical, whereas training titles are generally
straightforward and conservative.
How much
direction will be provided to the user? Some titles, especially children’s
games and interactive books, focus on exploration. The child is provided with
scene with little or no instructions. The child click on various objects and
some action occurs.
Other
titles, especially adult education applications, provide a great deal of
direction. Users are provided with menu choices and generally must follow
predetermined path in order to complete the title. Other titles simply have a
help button that triggers a help screen.
METAPHOR :
Will a
metaphor be used to provide interest or to aid in understanding the title? The
Explorapedia title uses space travel as the theme for exploring different areas
of content such as Nature and People. The TOEIC test program uses a
mountain-climbing metaphor. The Odyssey humanities instructional program uses a
sailing adventure metaphor in which students choose from various island
destinations.
EMPHASIS :
It is
important to consider the significance of each element based on the concept,
objectives & audience for the title. The budget & time are relative
weight placed on text, sound, animation, graphics and video. For example, a
company may want to develop a title that introduces its product line, including
video clip demonstration on how each product works. But if the budget did not
allow for the expense of creating the video segments, emphasis would be on still
images with text.
STEP 5 : DEVELOPING THE SPECIFICATIONS
Project
Specifications to a Specifications list what will be included on each screen,
including the arrangement of each element and the functionality of each object
(for example, what happens when you click on the button labeled Next).
Specifications should be as detailed as possible. The more detailed and precise
the specifications, the greater the chance of creating a title that will meet
the objectives of the project on time and within budget.
There are certain elements that should be included
in the specifications for all titles.
These are listed below :
Target
playback system(s) Elements to be included Functionality
User interface
The
decision of what computers to target for playback is usually not difficult and
in some cases not even discretionary. 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 he carries; or a person developing a title that
runs on a kiosk would be restricted to the kiosk hardware.
Companies
developing commercial titles intended for the business market are guided by the
fact that 80 percent of desktop computers are windows based systems. Companies
developing for the education market, on the other hand, are faced with a
majority of the computers being Apple systems. Household computers are more
evenly divided; so many companies targeting the home market develop for both
platforms.
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. If sound is used, should it be
recorded at 44 MHz, 16 bit, stereo? Should the resolution for the graphics be 8
bit, 256 colors? Should video be designed to play back at 15 frames per second?
At what size? What are the sizes of the various objects such as photos,
buttons, text blocks, and pop-up boxes? What font, point sizes and type styles
are to be used? What are the colors for the various objects? The multimedia
elements chosen may require other specs. For example, if a narration of voice
over is used, a script would be part of the specifications.
Functionality :
Objects
such as text, graphics, buttons, and hypertext are often part of multimedia
title. The specifications should include how the program reacts to an action by
the user, such as a mouse click. For example, clicking on a door might cause
the door to open; an “Exit the program?” message to appear(text); or an entire
new screen to be displayed. The user needs feedback that the button has been
selected, such as the button appearing “pressed”, If no feedback is given, the
user might click on the button again. Navigating from one screen to next screen
using buttons.
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. The
design issues relating to multimedia are extremely important, and the next
chapter is devoted to studying them.
STEP 6 : STORYBOARD AND NAVIGATION
“What do the screens look like and how are they
linked?”
Multimedia
borrows many of its development processes from movies, including the use of
storyboards. A storyboard is a representation of what each screen will look
like and how the screens are linked. The storyboard serves 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 objects
Navigation schemes can be set up in a variety of
ways, including sequential, topical
and exploratory.
1.
A sequential navigation scheme takes
the user through a more or less controlled, linear process. Example are games
with a story line that has a beginning, a middle, and an end; books that are
repurposed as multimedia titles; slide show presentations; and instructional
tutorials that require the student to move through the material step by step.
This method often have buttons (Next, Forward, Continue, Previous, Back) or
graphics (arrows, pointing fingers) as navigational aids.
2.
A topical navigation scheme allows
the user to select from an array of choices or even search for specific
information. Examples are multimedia encyclopedias, interactive shopping
catalogs, and information kiosks, Topical navigation schemes have several
layers. This requires special attention when designing the interface to make
sure that users understand where they are and what they can do.
3.
An exploratory navigation scheme provides
little structure or guidance. It relies on user interaction, usually the
clicking of objects displayed on the screen. Many games, directed at both
children and adults, use some form of exploratory navigation.
THE CREATING PHASE
At this point in the development
process, the focus changes from planning to production, including creating the
content and authoring the title.
STEP 7 : DEVELOPING THE CONTENT
“Creating the pieces”
The specifications, including any
scripts, indicate the content to be incorporated into the multimedia title.
There are numerous content issues that need to be address:
What is the level of quality for
the content (photorealistic graphics, stereo sound)?
How will the content be generated
(repurpose existing content, hire content experts to write text, employ graphic
artist and other professionals)?
Who will
be responsible for acquiring copyrights and licensing agreements? How will the
content be archived and documented?
We
learned about the elements that make up multimedia titles: text, sound,
animation and video. We also learned the sources related to these elements;
libraries of clipart, sound, and video, scanned photos and slides; draw and
paint programs used to create graphics; video capture cards; MIDI synthesizers
for music and word processing programs for text. If the goal is to market the
title, quality is extremely important. Graphic artists and photographers would
be contracted to create original artwork and pictures; actors would be employed
for video production and narration; musicians might be hired to write and
produce original music and sound effects; and editors would be used to review
any text.
Multimedia
title can contain hundreds of images, it is important to provide for cataloging
the various graphical elements. Database of images would include the name, type
and size of the images. This database would be used to keep track of the
elements, determine total file size and provide reference for filenames that
might be used in scripting.
STEP 8 : AUTHORING THE TITLE
“Bringing it all together”
In
determining which authoring system to use, a developer would consider the
following points:
The playback system – some
authoring programs work with only one platform.
The emphasis placed on animation –
certain programs have fairly sophisticated 2-D animation tools.
The expertise of the programmer –
programs differ greatly in the approach they use (metaphor) and their scripting
language.
Authoring
a multimedia title can be as simple as creating slide show using presentation
software such as Compel. You should select a background, type the text, scan
some graphics and import clip art, video, and sound. You could even create
buttons with hyperlinks. The entire process would be inexpensive, relatively
quick to complete, and require little specialized expertise. These type of
titles might be appropriate for the in-house training, lectures, conference
presentations, sales presentations and other non-commercial applications.
In
commercial applications, authoring plays significant role to provide
functionality. Scripting is needed for such things, such as checking user input
from the keyboard, accessing an external device (video disc); determining the
configuration of the playback system and creating an installation program that
is used to start the title.
STEP 9 : TESTING THE TITLE
“Does it work the way it was planner?”
Although
it is listed as the final step in the development process, testing should be
ongoing. Testing can start at the beginning during the concept stage. Small
groups of potential users could be shown a prototype of the proposed title to
determine its feasibility. Conducting this “proof of concept” can provide
valuable information that helps evolve the initial idea and prevent costly
oversights.
Testing
the design involves how the user interacts with the title and asks questions
such as, Does the user understand the navigation scheme, terminology, icons,
and metaphors? Does he or she get stuck, confused, or lost interest? Usability
testing is a formal process in which potential users are videotaped as they
interact with a little and asked to verbalize what they are thinking.
Testing
the function of a multimedia title involves making sure it works according to
the specifications and answers questions such as Does clicking on each button
or object cause the appropriate action? Can animation, sound, and video clips
be controlled by the user? Do graphics, text and other elements appear in the
correct location.
The
functionality can be tested with two process : alpha testing and beta testing. Alpha Testing
is usually conducted in-house and is not restricted to the development team. The idea is to “try to make it crash”,
and every conceivable action and navigation path should be explored.
Beta Testing is the
final functional test before release. It involves selected potential users that
could number in the thousands – Windows 95 had 40,000 be testers. Because the
users are outside the company, they are often required to sign nondisclosure
agreements to prevent them from revealing information about the title before it
is released. Companies try to make it easy for beta testers to provide feedback by giving them an e-mail
address to contact and /or disk containing a questionnaire that each tester
fills out and returns in a prepaid package. To encourage a high level of
participation, companies often provide an incentive such as discounts on the
finished products. The goal of beta testing is to get feedback from variety of
potential users and test done on as many different computer configurations as
possible.
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