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Production Planning for Smart Media. Creating multimedia It is similar to creating other information. The main difference: the creation of interactive.

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Presentation on theme: "Production Planning for Smart Media. Creating multimedia It is similar to creating other information. The main difference: the creation of interactive."— Presentation transcript:

1 Production Planning for Smart Media

2 Creating multimedia It is similar to creating other information. The main difference: the creation of interactive information instead of serial information. Serial information: presented in a serial fashion, one topic after another with little or no interaction by the user. Interactive information: presented in multiple formats, letting the user choose what information to view and allowing interaction with the information.

3 Process of Creating Content 1.Planning 2.Design and Developing 3.Production 4.Distribution/Launching

4 Planning Develop the Objectives Define your Audience Identify the scope and budget Define schedule Develop Treatment and Content Outline Develop a Flowchart

5 To identify the scope and budget – The scope: the size of the project, the number of people needed over a period of time. – The budget should reflect the scope defined and allow for the creation, testing, and fine tuning of all aspects of the project. To define The audience – The definition of the audience will dictate the level of detail needed and background information to be included. To identify subject matter experts (SMEs) –The SMEs need to be available to assist with research, reviews, testing, and other information. – Other people to identify are those who have final approval on technical content, look and feel, and navigation. – The scope of the project and the role of the developer can be greatly affected by these people.

6 To identify the personnel and organizational structure –The personnel should have the proper skills to develop the various multimedia parts. –The number of people involved in the project will have a bearing on the organizational structure. To identify the schedule –The schedule needs to take into consideration cost and deadlines imposed on the project from other constraints. To identify the source material available – The amount of existing material versus material to be created from scratch will have an impact on the schedule and costs.

7 To develop specifications and a style guide –Many projects do not have them planned at the beginning of the project and many are not written even though they exist in someone's mind. –It's best to write them out and ensure that all participants and reviewers agree to them. –As the project evolves, changes to the specs should be communicated in writing to all team members. To select tools –After the project is defined and the personnel identified, the development tools should be selected. –Tools can vary depending on the type of media required, skill level of personnel, complexity desired, hardware platform, and budget. To identify a means to update the material in the future –First determine when the next update might be, what parts are most likely to change, and the technical level of the person most likely to do the update. –The project design can change depending on the update strategy chosen.

8 Treatment and Content Outline Treatment is a written summary of the project’s purpose, its “look and feel,” and description of user interaction Content Outline is a listing of all the information (text, graphics, audio, video) that will actually be included in the project. Production Book presents the production team with an overview of the topic, theme, format, vision, and goals.

9 Production Book Title Page –Project title –Date of the treatment –Brief description (one or two sentences) –Submitted by: Names of your team Treatment Background –Analytical statement of the current situation –Targeted audience Schedule and Budget Personnel –List of all positions including SMEs

10 Technical Elements –A specifications list including user interface, icons, and navigational techniques. –What will the program be like? –Format, special effects, text, graphics, music, video, animation, etc. Synopsis –Narrative description of tone and mood as well as “look and feel” –How the user will navigate –How all contents will be used Content List –List of everything that needs to be included in the program

11 Some Qs What do you want to accomplish by doing this project? How will you know if you have succeeded in reaching your goal? What should your audience be able to do or what benefit is there for your audience after viewing/using your product? Who is your audience? What will you be presenting? (content) What approach will you use?

12 Strategies to Increase Your Website Traffic Target your market. Conduct market research to determine who’s most likely to buy Scope out your competition Provide free high-quality useful content Update your content often Provide your content in interactive and entertaining ways Match your look and feel to your target audience Make it easy to navigate your site Run contests Offer special deals just for members

13 Storyboard and Flowchart Storyboard contains information on graphics, video, sound, text, color, type fonts and size, audience interaction, etc. Flowchart visually represents the sequence of events in the multimedia title as well as what the user will do and what will happen when they’ve done it. Storyboard and flowchart together present the production team with a “blueprint” of the nonlinear multimedia production

14 Storyboard The major objective of the storyboard –to communicate the message to the project reviewers and developers including the graphic designers, video and audio developers, and programmers. Storyboard Design –Design the storyboards to convey the main points to the different personnel, but allow room for their creativity and embellishment of the main points. Review –When the storyboards are complete, they should be reviewed with the project reviewers and SMEs. Focus in reviewing storyboard –technical accuracy –user interactively –correct implementation of the design plan

15 Making Storyboard A storyboard for each page, screen, or frame should be made. Each storyboard should be numbered. All relevant details (color, graphics, font, sound, video, animation, interactivity, etc.) are included. All text or narration is included and cross referenced with its corresponding storyboard number.

16 Flowchart All major elements of the project are included. The elements are clearly labeled. Sequence of elements is clear and there are no gaps and dead ends. Sequence of elements is logical from user’s point of view. Flowchart symbols are used correctly.

17 Symbols START MENU 2 Decision YES NO Place Marker Start and End Graphic/Text Decision

18 Production –They will probably be delegated to the various artists and developers. –Graphic and animation development can begin along with video and audio recording and digitization. –Adherence to the technical aspects and formats must be monitored at this point. –It is best to review small pieces along the way before numerous hours are invested in the wrong direction. –Programming and integration with existing information or databases can begin once some of the development files are complete. Testing and Review –Review all materials developed, as well as test the programming for correct response and timing. –A list of changes and improvements should be made and implemented before the final review.

19 Project Management This actually occurs throughout the project. There are many areas that affect the outcome of the project and the morale of the personnel involved. 1.Project Scope and Milestones. –As learning occurs and designers, developers, and reviewers become more creative, many changes are made to the original concept. –The scope can increase and schedules slip. –Determine what the milestones will be up front and what flexibility will be permitted by the budget, schedule, and reviewers. –When changes occur, make sure the information is communicated to all persons involved. –Be consistent in the style of process, content, and management.

20 2. The reusability of the material created during the project –The overall cost and schedules will be affected by these factors. –Look for opportunities to reuse files, graphics, programming shells, and other items. –The cost and schedule of future projects can be improved if proper planning is done. 3. Selecting the best tools for the job. –The hardware should be fast enough that it doesn't reduce productivity and have enough RAM and hard disk space –The software tools need to accomplish the task and provide for creativity. –Tools that are limited can produce less than desirable quality. –Tools that are too complicated can reduce productivity.

21 4.Productivity –It can also be greatly affected by personnel experience and training. –Staff members that are not experienced should be trained in their areas of responsibility. –Each project has some new elements that need to be communicated across the board. Plan for the needs of the group. 5.Workflow Management –Determine what documents are needed by the group and how the information flows from one person to another. –For large projects with many developers you may want to consider a workgroup software tool for sharing and passing information.

22 Factor Percentage of Respondents 1.High-quality content75 2.Ease of use 66 3.Quick to download 58 4.Updated frequently 54 5.Coupons and incentives 14 6.Favorite brands 13 7.Cutting-edge technology 12 8.Games 12 9.Purchasing capabilities 11 10.Customizable content 10 11.Chat and BBS 10 what users consider important in motivating them to return to Web sites. (Forrester Research poll of 8600 online households)


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