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Multimedia production Bo Fibiger Dept. of Information and Media Science Aarhus University.

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Presentation on theme: "Multimedia production Bo Fibiger Dept. of Information and Media Science Aarhus University."— Presentation transcript:

1 Multimedia production Bo Fibiger Dept. of Information and Media Science Aarhus University

2 The concept of design Ü Design as process - to design Ü Design as product - the design

3 Modules The VISIONIK design process The MUST design process The communication design process

4 VISIONIK Ü Means-end definition Ü Program proposal Ü Treatment Ü Story board Ü Demonstration model Ü Functional model Ü Prototyping Ü Test and implementation

5 Means-End Definition Objectives defined by interviewing - the customer - the target group - relevant experts on the content Ü Description/decision on - the objectives - the medium - the target group - the cost

6 Program proposal The conceptualisation phase Ü different synopsis tested against target group and user context Ü acceptance from costumer, editor, claimant Ü final synopsis

7 Treatment A dramatisation of the synopsis Including details related to interaction and progression Ü Specific requirements for the product

8 »Requirements 3 The objectives of the program 3 Definition of primary and secondary target groups 3 The content of the program 3 The treatment 3 Conditions for the development of the program 3 Time and action plans 3 Budget for the program 3 Organisational management 3 Implementation and distribution of the program

9 Story boarding Detailed description of - the nodes - the links - the interaction - the interface Team work between experts on - content - narration - interface design

10 Demonstration model Goal: To achieve the consistence and the decoding of the program Product: e.g. a slide show on the screen Evaluation group: - the production team - representatives from the target group

11 Functional model A technical implementation of a limited part of the product to secure - the running of the program - the adequacy of the platform Ü Testing against the target group Ü Final specification of the product

12 Prototyping - implementation - testing

13 Implementation Final production and integration of - interface - texts - graphics - visuals - sound

14 Advantages of the model Cost effectiveness for the producer: well-defined stages secure cost effectiveness and delivery time Functionality for the users: secured through involvement of the end user at all steps in the production

15 Prototyping paper-based sketches paper based story-board/Pictive computer aided sketches/storyboard Wizard of Oz/slide show/video prototyping computer based scenario simulation computer based horisontal simulation computer based vertical simulation computer based full functionality simulation Greenberg

16 The MUST model Six main design principles Five main activities

17 Main design principles 4 Participation 4 Project management 4 Design as a communication process 4 Combining ethnography and intervention 4 Combining IT, organisation and user’s qualifications 4 sustainability

18 Main activities 4 Project establishment 4 Strategic analysis 4 In-depht analysis of selected work domains 4 Developing visions of the overall change 4 Anchoring the visions

19 Project establishment 4 Presentation rounds 4 Initial analysis of existing documents 4 Identification of critical success factors 4 Negotiations the conditions of the project 4 A hearing of all involved actors 4 Final project charter as basis for the steering committee and the design team

20 Strategic analysis 4 Interviews of managers, IT manager, representative users, customers, suppliers 4 Observation of key activities 4 Analysis of strategic plans, IT strategies and market surveys 4 Information on the objectives of the third activity Ü Decisions on in-depth analysis

21 In-depth analysis 4 Interviews and observations of directly affected users at all levels 4 Analysis of documents in work practice 4 Thinking aloud experiments 4 Future workshops 4 Workshops making collages and/or wall graphs Ü List of problems and needs related to IT

22 Visons of the overall change 4 Visit to similar workplaces using MM 4 Future workshops 4 Design workshop 4 Sorting out design ideas 4 Data modelling 4 Moching-up and prototyping Ü Design report

23 »Design report 4 Description of the suggested visions 4 Scenarios on future work process 4 Estimation of the costs 4 Plan for technical and organisational implementation 4 Plan for purchase/development of new IT systems 4 Plan for education/training of the users

24 Anchoring the visions 4 Involvement of managers and steering committee 4 Involvement of the staff involved in technical and organisational implementation 4 Involvement of the end users who have to live with the consequences of the new system

25 Basic rethorics inventio dispositio elocutio memoria actio conceptualisation implementation

26 conceptualisation the information problem the objectives the target group information strategies project management

27 The information problem A bus company as example precise definition bad image: political or public problem? organisational changes? information or organisational problem?

28 The goals Teaching/learningTeaching/learning as an example educational settings: class room - distance learning - home based learning didactic goals: presentation - reflection - problem solving case studies - vicarious experience

29 The target group The customer as target group cost effectiveness - artefact/profile - personality/identity The end user as target group - the romantic approach: the author - the user oriented approach: practices - the marketing approach: life style

30 Targeting methods existing knowledge, e.g. pools questionnaires qualitative interviews focus groups observations

31 Consequences Specific knowledge on the end users - the genre - the content - the structure - the navigation General knowledge on the end users - comprehensibility - aestethics - meaning

32 Information strategies the defenceless user the obstinate user the problem solving user

33 Problem solving users He/she can feel relevance versus no relevance of the information He/she can feel a need of information versus no need of information

34 Basic strategies A. + relevance + need of information B. + relevance ÷ need of information C. ÷ relevance + need of information D. ÷ relevance ÷ need of information

35 + relevance/÷ need To support the need of information on the premises of the user, - the interface - the structure - the navigation

36 ÷ relevance/+ need To support the feeling of relevance - the benefits - the structure - the content - the interface

37 Dispositio The content The navigation The interaction

38 The content How the content can be modularised How the different modules can be interrelated Which codes are relevant Copyright Cost effectiveness

39 The navigation Linearity Hierarchy Hypertext

40 Linearity Peter goeshome

41 Hierarchy Homo sapiens malefemale childgrown up

42 Hypertext Peter at homemeeting goeshis dog in the gardentraining fetching a stick How many different stories can be told ?

43 Interaction guided tour, browsing, exploration elastic media end user as subject or object

44 Project management functional description an overall metaphor

45 Goal orientation orientation design goal authoring programming

46 Elucutio interface design narration navigation design interaction design

47 Memoria storage distribution interaction techniques

48 Actio Related to the user: - the environment Related to production: - implementation


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