Multimedia production Bo Fibiger Dept. of Information and Media Science Aarhus University
The concept of design Ü Design as process - to design Ü Design as product - the design
Modules The VISIONIK design process The MUST design process The communication design process
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
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
Program proposal The conceptualisation phase Ü different synopsis tested against target group and user context Ü acceptance from costumer, editor, claimant Ü final synopsis
Treatment A dramatisation of the synopsis Including details related to interaction and progression Ü Specific requirements for the product
»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
Story boarding Detailed description of - the nodes - the links - the interaction - the interface Team work between experts on - content - narration - interface design
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
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
Prototyping - implementation - testing
Implementation Final production and integration of - interface - texts - graphics - visuals - sound
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
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
The MUST model Six main design principles Five main activities
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
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
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
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
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
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
»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
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
Basic rethorics inventio dispositio elocutio memoria actio conceptualisation implementation
conceptualisation the information problem the objectives the target group information strategies project management
The information problem A bus company as example precise definition bad image: political or public problem? organisational changes? information or organisational problem?
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
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
Targeting methods existing knowledge, e.g. pools questionnaires qualitative interviews focus groups observations
Consequences Specific knowledge on the end users - the genre - the content - the structure - the navigation General knowledge on the end users - comprehensibility - aestethics - meaning
Information strategies the defenceless user the obstinate user the problem solving user
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
Basic strategies A. + relevance + need of information B. + relevance ÷ need of information C. ÷ relevance + need of information D. ÷ relevance ÷ need of information
+ relevance/÷ need To support the need of information on the premises of the user, - the interface - the structure - the navigation
÷ relevance/+ need To support the feeling of relevance - the benefits - the structure - the content - the interface
Dispositio The content The navigation The interaction
The content How the content can be modularised How the different modules can be interrelated Which codes are relevant Copyright Cost effectiveness
The navigation Linearity Hierarchy Hypertext
Linearity Peter goeshome
Hierarchy Homo sapiens malefemale childgrown up
Hypertext Peter at homemeeting goeshis dog in the gardentraining fetching a stick How many different stories can be told ?
Interaction guided tour, browsing, exploration elastic media end user as subject or object
Project management functional description an overall metaphor
Goal orientation orientation design goal authoring programming
Elucutio interface design narration navigation design interaction design
Memoria storage distribution interaction techniques
Actio Related to the user: - the environment Related to production: - implementation