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I NTEGRATIVE M EDIA P ROJECT D EVELOPMENT. O VERVIEW  Introduction  Steps in developing integrative media projects  Definition phase  Construction.

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Presentation on theme: "I NTEGRATIVE M EDIA P ROJECT D EVELOPMENT. O VERVIEW  Introduction  Steps in developing integrative media projects  Definition phase  Construction."— Presentation transcript:

1 I NTEGRATIVE M EDIA P ROJECT D EVELOPMENT

2 O VERVIEW  Introduction  Steps in developing integrative media projects  Definition phase  Construction phase  Testing phase 2

3 I NTRODUCTION  In developing integrative media project, a few aspects need to be carefully considered - accessibility, usability, appearance, etc.  Successful product should be, among others, easily accessible, usable and useful, and aesthetically pleasing.  A thorough planning and understanding of the project is crucial to:  Ensure product meets its goals and users’ requirements  avoid waste – time, effort, money. 3

4 S TEPS IN D EVELOPING I NTEGRATIVE M EDIA P ROJECTS  Generally, the steps in software application/project development involves:  Analysis & planning  Requirements & Specifications  Design  Development  Testing  Delivery & Supports  In practice, there might be overlaps of tasks in each step 4

5 S TEPS IN D EVELOPING I NTEGRATIVE M EDIA P ROJECTS  Software Development Life Cycle (SDLC) 5 The use of terms in the development process may differ between projects/scholars, but they are about the same things.. Development is usually an iterative process.

6 D EVELOPMENT L IFE CYCLE 6  The methodology may differ between projects depending on goal, time, budget, etc

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9 D EFINITION Planning and analysis - Definition Requirement Specs & Design 9

10 D EFINITION P HASE 10  Planning and analysis is crucial in project development.  It will ensure the smooth flow of the development.  It consists of the following steps:  Concept development  Goal statement  Users identification  Implementation method  Identification of Specification  Storyboard What are you making? What is it for? Who is for? What do you want to say? What will be used? What are you making? What is it for? Who is for? What do you want to say? What will be used?

11 D EFINITION P HASE CONT …  Identify the concept – the general idea of the project  What are we developing?  Identify project goal or purpose.  What should the application accomplish?  Identify the audience.  Who are the intended users? – demographics, attitude, aptitude  Identify media required in this project.  Media elements it requires.  Forms of interactivity to provide.  Delivery method and cost estimate.

12 D EFINITION P HASE CONT … The deliverables for this stage  Preliminary Proposal  Short description of the proposed application.  Includes project goal, audience, outcomes, description of media, types and uses of interactivity, preliminary cost estimate.  Often includes a flowchart.  A simple box diagram with brief descriptions of product contents. 12

13 D EFINITION P HASE CONT … The deliverable for this stage  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  Rough drawings of media elements such as photos, animations, or videos are sketched in.  Navigational aides are identified. 13

14 D EFINITION P HASE CONT …  Storyboard cont..  Used to:  Communicate with the client during the definition stage  Communicate project goals and requirements to the development team.  May be considered to be a specification of the prototype (and, ultimately, the product itself) 14 Storyboard is also used in the design phase… overlap

15 D EFINITION P HASE CONT … The deliverables for this stage  Functional specification  Detailed description of the elements and performance of the project.  Basis of a detailed business contract.  Developer and client understanding of what has been promised and the procedures to follow if changes are made in specifications. 15

16 D ESIGN P HASE  Purpose is to create an incomplete working model of the project - prototype.  First media elements are created.  Interface is designed.  Elements are combined to create the prototype.  Media Creation  Required media identified in a content inventory list.  Media preproduction, production, postproduction are carried out. 16 Two activities: -Interface Design -Prototyping Two activities: -Interface Design -Prototyping

17 D ESIGN G OALS  Simplicity  prettiest designs may not be the simplest, nor the easiest to use  Consistency  reduces learning time and reduces chances for surprise, even with functions you have never used before  Increased familiarity translates into increased productivity  User involvement  Most people like to get “involved”  People enjoy exploring and discovering new paths – reward curiosity by designing depth  Affordability  Fun, efficiency, timing 17

18 D ESIGN P HASE – I NTERFACE D ESIGN  User interface defines how user experiences the content on the screen.  Goal of interface design is to engage the user.  Must support the project goals, match the expectations and abilities of audience.  Should establish appropriate tone determined by style of media elements and controls. 18

19 D ESIGN P HASE – I NTERFACE D ESIGN CONT …  Features of user interface  Intuitive.  Immediately understood by the user.  Common strategy is to use a metaphor.  Consistent.  Common backgrounds and consistent location of user controls.  E.g. use of the same background color throughout the application; use the same word for menu and place at the same location  Predictable and reliable.  Similar actions should produce similar results.  Identical actions produce identical results. 19

20 D ESIGN P HASE – P ROTOTYPE  A small-scale model of a product;  An incomplete working model of the final product  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  Examples of prototype, among others:  a series of screen sketches  a storyboard, i.e. a cartoon-like series of scenes  a Powerpoint slide show  a video simulating the use of a system  a cardboard mock-up  a piece of software with limited functionality written in the target language or in another language 20 Can use and refine the storyboard produced in design phase

21 D ESIGN P HASE – P ROTOTYPE CONT … Different kinds of prototyping  Low-fidelity prototyping  Uses a medium which is unlike the final medium, e.g. paper, cardboard  Is quick, cheap and easily changed  Examples:  sketches of screens, task sequences,  ‘Post-it’ notes  storyboards  High-fidelity prototyping  Uses materials that you would expect to be in the final product.  Prototype looks more like the final system than a low-fidelity version. 21

22 C ONSTRUCTION PHASE Building the application 22

23 C ONSTRUCTION P HASE  Construction is the process of implementing – building the real application  It is about translating the design and requirements into the final form of the product to achieve the specified goals – users’ and application’s  The main focus is the integration of content - text, graphics, audio, animation, video representation  It requires the use of authoring or programming; and most of the authoring processes are discussed in topic 5 23

24 T ESTING P HASE 24

25 T ESTING P HASE  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  Testing includes the following:  Unit-level testing, which ensures that system components work as expected  System-level testing, which ensures that the integrated system works as expected  Interface testing, which ensures that the system truly is consistent, easy to use, and worth using 25

26 T ESTING P HASE  Testing typically takes half of your development time. Be sure to allow plenty of time for testing!  But the crucial question is: can testing give us complete confidence in the product? 26

27 T ESTING P HASE  Examples of testing:  FUNCTIONAL TESTING  Validating an application or Web site conforms to its specifications and correctly performs all its required functions.  Entails a series of tests which perform a feature by feature validation of behavior, using a wide range of normal and erroneous input data.  Can involve testing of the product's user interface, APIs, database management, security, installation, networking, etc  can be performed on an automated or manual basis using black box or white box methodologies 27

28 T ESTING P HASE CONT …  Examples of testing…  SYSTEM TESTING  Conducted on a complete, integrated system to evaluate the system's compliance with its specified requirements.  System testing falls within the scope of black box testing, and as such, should require no knowledge of the inner design of the code or logic.  UNIT TESTING  Functional and reliability testing in an Engineering environment.  Producing tests for the behavior of components of a product to ensure their correct behavior prior to system integration.  Etc… 28

29 T ESTING P HASE  Different timing..  Alpha  Done internally - between team members  Normally looks for bugs  Beta  “pre-release testing”  Sampling of intended users  User Study  Involves real users to perform set of real tasks  Evaluate the application – functionality, interface, ease-of use, etc  Methods include:  interviews  questionnaires (beliefs/attitudes)  diaries (times and events)  observation  "think aloud" protocols  Gaze or Eye-movement traces 29

30 T ESTING P HASE  Testing should have test plan with relevant information on  schedule  resources  testing environment  deliverables 30

31 T ESTING P HASE  In Interaction Design, multimedia, or HCI, “evaluation” could also be a form of testing  Two types of evaluation:  Formative – internal, while in development phase  is done at different stages of development to check that the product meets users’ needs  is a method for judging the worth of a program while the program activities are forming (in progress).  This part of the evaluation focuses on the process.  Summative – external  is a method of judging the worth of a program at the end of the program activities (summation).  The focus is on the outcome.  assesses the quality of a finished product. 31

32 S UMMARY  Additional Readings  http://www.giac.org/cissp-papers/97.pdf http://www.giac.org/cissp-papers/97.pdf  http://www.egyankosh.ac.in/bitstream/123456789/34036/1/ Unit-3.pdf http://www.egyankosh.ac.in/bitstream/123456789/34036/1/ Unit-3.pdf  http://it.toolbox.com/blogs/enterprise-solutions/prototyping- types-of-prototypes-14927 http://it.toolbox.com/blogs/enterprise-solutions/prototyping- types-of-prototypes-14927 32


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