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Multimedia Application Development Lifecycle
Pooja GPES, Manesar
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Lecture Overview Multimedia application development lifecycle
What is the same as in other product dev’t lifecycles .. And what is different Individual phases and their characteristics
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Multimedia application development lifecycle
Most similarities can be found with the software development lifecycle computers involved – the product itself is software requirements often vague and unstable Important differences: both technical and creative/artistic parts are present, with creative/artistic aspect often more important special equipment – interface/conversion problems prototyping is a must
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Phases conceptualization and planning design and prototyping
production testing distribution and follow-up and (of course) management
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Management phase 0, because it …
spans all other phases, including activities such as planning estimation control resource management documenting
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Business Plan Defines objectives and means to achieve these objectives
Analyze and define finances markets products distribution channels key employees Develop a business model
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Project Management Planning, estimating, monitoring, controlling, and coordinating resources finances people material resources (equipment, tools, materials, ...) content in order to achieve the project objective Most important variables: time, cost, quality
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Multimedia project management
Traditional project management tasks Additionally, the manager of a multimedia project must orchestrate different technologies persons (with skills and personalities) resources in a marketplace that is constantly evolving and changing
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Project plan A common document which should help all interested parties to understand the defined goal understand the way of attaining the goal follow the schedule cooperate with others use the resources (tools and content) properly
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Finances Funding: the process of finding sources of capital to develop your product Various types of funding: loans grants self-funding venture capital But: each has good and bad sides
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People Many different specialties are required in each phase of the project Both technical and artistic specialties are needed They have different backgrounds (professional and cultural) skills and expertise and, of course, personalities
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Material resources Different types of resources How to obtain them?
Computer hardware and software Production equipment Content (existing and new) How to obtain them? Borrow Lease Purchase Make your own
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Legal issues Securing sources of funding
Licensing content and/or technology Hiring employees or contractors Drafting contracts Purchasing or leasing the necessary equipment, props, office space
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Phase 1: Conceptualization and Planning
Every multimedia project begins with an idea or concept The concept and the plan define a project Planning should make the realization of the concept as straightforward as possible
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The Kickoff Meeting Projects often start with a meeting to discuss the project direction and plan Usually only a group of key players Serves to create and unite the team Defines and/or clarifies goals, roles, expectations, and strategies
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Project Scope What are you making? … … the purpose What is it for? …
… the concept … the purpose … the message … the approach What are you making? … What is it for? … What do you want to say? … What will be used? …
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Types of projects Electronic Books and Magazines
Kiosks and Information Centers Multimedia Databases Corporate Training Interactive Education Interactive Games Interactive Music Interactive Movies Interactive Art and Performance Interactive Sales and Marketing Presentations and Communications
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Target Audience what is their background (with respect to age, education, gender, …) what are their preferences (even those prescribed by current fashion) are there some cultural and other constraints to be observed what equipment will they use to access your product (environment)
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The Message What is the message that you want to convey to your audience All components of your project must be related to its message Consistency Focusing Creativity Closely related to the “approach”
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Market Research First …
Identification: Is there a target audience at all? Is there significant competition? What could be our edge in the marketplace? Classification business vs. consumer early adopters vs. lazy ones
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… Technical Research Later
Is it technically feasible to create a product that is better, cheaper, more useful than anything else available Think about: Delivery media Installed base Storage capacity Speed Economy
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Phase 2: Design Bridging the gap between the audience and you
Design should embody concept, purpose, and messages Technology helps and often is indispensable – but technology alone without the proper design creativity cannot do the trick
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Design goals Simplicity Consistency User involvement Affordability
Fun, efficiency, timing
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Simplicity Multimedia by definition includes user interaction and exploration Note: prettiest designs may not be the simplest, nor the easiest to use Good interaction design should instill a desire to go on and find out more However, efficiency is always an issue
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Consistency Primarily related to user interface (we will have more to say about this) A good product should behave in a consistent manner Consistency reduces learning time and reduces chances for surprise, even with functions you have never used before Increased familiarity translates into increased productivity
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User involvement Most people like to get “involved”
Adding a human dimension to the communication with a mindless machine People enjoy exploring and discovering new paths – reward curiosity by designing depth Allow users to explore more than one level of information – but only if they explicitly choose to do so
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Affordability Analyze what the users from the target group can afford
Different audience segments have different amounts they are willing to spend on a given product Design goal: accommodate as much as possible within a given price range
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Other qualities some applications can be fun to use (but each user can have his or her own definition of what exactly is “fun”) user comprehension has its own pace – try to be neither too fast, nor too slow performance is always an issue: but this is predominantly a technical problem
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Shaping the Design Often begins with a brainstorming session
a dynamic process of gathering ideas and exploring possibilities without judgement or constraint A good brainstorming session results in a collection of ideas and solutions that become the foundation for both the design and the prototype developed from it
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Storyboard An illustrated scene-by-scene plan for telling a story: represents actions, images and narration unfolding over time Each significant frame is described in (some) detail, the actors are outlined, and their important actions are spelled out Storyboard may be considered to be a specification of the prototype (and, ultimately, the product itself)
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Information Design How to organize and present information in a clear, accurate, meaningful and useful form Includes the information in all media and their visual interaction (to an extent)
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Phase 3: Prototyping A limited implementation of a design
Emphasizes exploration and experimentation Prototyping helps simplify and improve production process Often used as proof-of-concept and/or testing purposes Multimedia applications must be prototyped
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Product Specifications
A complete list of features that covers structure and behavior of the product should emerge from the prototyping phase In multimedia, this means type and amount of content, interface characteristics, and interaction
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Phase 4: Production Organizing people and resources
Providing and producing content – text, graphics, videos, sound, animation, VR Integrating all of the above into a meaningful, coherent product Details of production related to different media types will be covered in a separate lecture
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Organizing the Production Schedule
Specification of all the tasks and their interdependencies in sufficient detail Estimates should be made for each task (i.e., time and effort / manpower) Appropriate resources should be allocated A number of milestones has to be established Main project goals must be established Deliverables: the product itself, documentation and additional materials
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Organizing People Responsibilities and roles should be clearly delineated and defined Some people may take on different roles (well-defined tasks are a must) Professional services should be used whenever possible (at a cost) Remember: quality obtained is always proportional to investment made
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Organizing Production Resources
Organizing resources: define what is required and a schedule of its usage Equipment selection: based on the project script and on the actual shooting location Major equipment has its own schedule, with each major piece assigned to a person Compatibility issues must be resolved
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Source Materials Source: any items containing media data that can be used in our product Production can involve creating new source materials, converting (re-purposing) existing materials, or (most often) both Source materials must be indexed and kept in order (do not delete anything, never)
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Selecting the Right Tools
Most important criteria: Whether the production artists are familiar with the tool(s) selected Whether the format used by the tool is compatible with other tools Availability and cost may be important for small projects: in large projects, the cost is never a big part of the overall budget Features to look for in an authoring tool: ease of use interface tools transitions navigation search engines media support cross-platform capabilities playback environment development tools efficiency scripting language logistic management tools
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Production Integration
Integrating content elements: usually the responsibility of programmer(s) Project manager must overview integration Project manager should make sure that no content is forgotten or missing Problems of all types tend to multiply as the delivery time is approaching
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Style guide Necessary in order to create a product with a sense of integrity and unity Use of punctuation, grammatical conventions, use of jargons Samples, illustrations and templates for graphical layout Graphics production: standards used, layout templates Video production Sound production Conducting and attending production meetings
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Documentation Different types of documentation may be needed, depending on the project Both size and scope depend on the project and its intended audience Mass audience requires the documentation to be as simple as possible, together with additional materials (getting started, tutorials, … ) Narrow, well-educated audience require in-depth coverage, description of more sophisticated functions Internet helps…
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Phase 5: Testing Walking in user's shoes – before the user does so
Main questions When to test What to test How to test When to stop testing But the crucial question is: can testing give us complete confidence in the product?
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More on testing Different types of testing: functional, content testing, collateral materials testing, user testing Different timing: alpha, beta, user testing Test plan with relevant information on schedule resources testing environment deliverables
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Phase 6: Distribution Activities related to:
Preparation and duplication of physical media Choosing distribution options and channels Marketing Sales
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Options and Channels Publishers Affiliated label program
Self-publishing Mail order catalogs Distributors Retailers Education and government markets Content-specific stores Direct mail Bundling
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Marketing Public relations – press releases, press kits, trade shows
Promotions Advertising Meetings, presentations and negotiations Sales calls Product demonstrations
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Phase 7: Follow-up Development wrap-up Maintenance Training
Documentation Customer relations Pursuing additional opportunities
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Development Wrap-up To determine the actual schedule and costs and compare them against the original estimates To find out ways in which the process (and subsequent products) could be improved In other words: how we did it, and what have we learned by doing it (that coul dhelp us fare better next time)
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Customer Support Providing assistance to customers and clients in response to specific problems and inquiries Internet helps here as well … Main activities: maintenance training Multimedia titles generally need little support
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Maintenance Classification
Maintenance: managing the operation and use of a product once it has gone into distribution Different classifications possible according to strategy (preventive vs. defensive) according to type of changes introduced (corrective, perfective, or adaptive)
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Training Teaching and educating an audience about the purpose and use of a product Training equips users to be self-sufficient with a product – reduces users’ need for support Consequently, training should reduce the cost of supporting the product
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User Feedback (What do they think of us?)
mail-back registration cards online customer comment forms direct customer contact (e.g., by phone or ) press reviews, and sales statistics
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Pursuing additional opportunities
Some products are suitable for organizing user groups – some are not: Oracle user group makes sense Encarta user group does not (why?) New versions or upgrades Reuse of the content material in a different publishing medium Creation of companion products
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