Multimedia and Projects

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Presentation transcript:

Multimedia and Projects CHAPTER 1

What is multimedia ‘Multimedia is the seamless integration of text, sound, images of all kinds and control software within a single digital information environment’ (Tony Feldman) This definition applies to interactive media productions for distribution both online, such as Web pages, and offline, such as kiosks, DVDs and CD-ROMs. The use of the word ‘seamless’ in this context is important from an artistic as well as a technical perspective.

combination of online and offline The viewer (user) of a computer should be cushioned from the technology as much as possible, and the designer should able to choose the best medium to get the particular message across. Online – web pages Communicate with distant resources, distant users Offline – kiosk, DVDs, CD-ROMs self-contained, not communicates with outside Hybrid – web/CD combination of online and offline

What is multimedia project A project in multimedia comprises a series of tasks that deliver a combination of media and have computer component to integrate them Varieties of project : Hardware oriented multimedia projects where the aim might be to specify, introduce, and integrate a delivery platform – videoconferencing Software development projects that combine media components into an application to run on a delivery platform Client-centered software development projects that need a team to work together to achieve the project – covers the majority of circumstances that will be met in both on and offline project management and production. To

Varieties of clients Client is anyone who has the authority to control time and budget, and has the right to sanction design decisions. This definition covers both internal and external clients. Internal clients are those who commission a project from within your own company, for example. External clients are people outside your company who commission projects. The process of developing a project is in principle the same for all clients except that the contractual agreements will probably, but not always, be more straightforward for internal clients – if such agreements exist at all.

Emerging models of development A company’s culture can influence the way in which they set a project up. Also, their predominant perspective will drive the way they choose to work with their clients. Because the number of companies involved in multimedia development has grown in line with the uptake of the internet, it has became apparent that there are different working practices emerging. As a good starting point for discussion, we can consider new media companies that develop functional or creative websites. Functional Creative

Creative working practices Interactive development companies that originate from the more creative end of the spectrum – (advertising, graphics, marketing) have been used to having loose, open discussions and several stages of trying out concepts with the clients before moving towards a finish product. The problem is that this approach encourages constant change and refinement. What is needed perhaps, is a process that allows a fluid phase of refinement then a focus for development where changes are discouraged or controlled so the project moves towards completion.

Creative ideas Project beginning Project end changes

Functional working practices Interactive development companies that originate from more functional end of spectrum – (coming from software database systems development) are used to having a paid detailed definition stage prior to beginning production. They allow changes up until the specification is complete but once production is under way changes are discouraged or controlled. These companies tend to be more concerned with functionality than with the image portrayed.

Project end Changes Project beginning Specification Production

The client – centered multimedia project cycle : Overview Initiation and Definition Scoping the project The proposal Striking the contract Detailed contract agreement Sign-offs Agree content Platform Media and techniques Interface and interactive design Team recruitment Manage the team Audio Video Text Integration Asset rights management Systems support Developmental testing Integration testing Acceptance testing Final sign-off Archiving Production Level 1 Admin Level 2 Detailed specifications Level 3 Admin Level 4 Asset production Level 5 Admin Level 6 Testing Level 7 Completion (external) Level 8 Completion (internal)

Summary Multimedia is the seamless integration of text, sound, images of all kinds, and control software within a single digital information environment. The skills needed to produce multimedia are diverse. Working practices are still emerging and at present are often linked to traditional practices with limited success. The person responsible for winning the project needs to be guided strongly by company policies in what agreements to reach to avoid problems later for the rest of the team and company.

Apart from competence in software and media Summary Apart from competence in software and media design and production, cost control and staff management skills are needed. A client is anyone that has authority to control the time and budget, or to sanction the design. A client-centered project follows stages of initiation, scoping and proposal definition, followed by production. The production phase has several levels, which are interrelated. In is not a linear process. 13