Planning and Designing the Multimedia Application

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Planning and Designing the
Multimedia Application
Week - 5
Objectives
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Explain how the planning process and documents are important to the
design phase
Describe the design strategy
Identify the factors that should be considered in developing a design
strategy for a multimedia application
List some of the questions that should be answered in defining the
purpose of the multimedia application
List some of the questions that should be answered when defining the
potential audience of the multimedia application
More Objectives
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Describe some of the hardware limitations that must be considered
when designing a multimedia application
List and describe the design factors that apply to text, graphics,
animation, sound and video
List and describe the design principles that should be incorporated into
Web-based multimedia applications
Describe the process and importance of testing and delivering a
multimedia application
Explain how copyright laws apply to the elements used in an
multimedia application
Planning and Designing
the planning phase is the most important
phase in designing and developing any
multimedia application
 storyboards, flowcharts, and scripts serve as
the foundation for the design of the project
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The Design Strategy (1)
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Purpose
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How will users be using this application?
Why will users be using this application?
What will users gain from this application?
What medium and platform will users use to
access this application?
• What types of features will be most useful to
the users of this application?
The Design Strategy (1)
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Audience
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Who is the audience?
What is the age range of the audience?
What gender is the audience?
How computer literate is the audience?
What particular interests, beliefs, and values
does the audience have in common?
The Design Strategy (2)
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Method of Distribution
• User Platform
– hybrid CD
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Processor
Bandwidth
Memory
Storage
Designing the Media Elements (2)
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Text
• useful and viable
• less is usually better; small bits of information
• six-by-six rule
– six points per screen
– six words per point
Designing the Media Elements (2)
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Text
• readable
– avoid all-caps
– only use a couple of typefaces
– use sans serif fonts for callouts, pull quotes, titles
and heading
– use serif fonts for large bodies of text
– ensure that type contrasts with background
– use variable, but readable sizes
– wrap text around one side or underneath images
Designing the Media Elements (2)
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Graphics
• speak to nonverbal, intuitive side of the brain
• complement text and other multimedia
elements
• consider how images work together
• select high quality and compatible images
• crop images
• clean up scanned images
• use a variety of image sizes
Designing the Media Elements (2)
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Graphics
• use interesting borders
• create interesting special effects
• create backgrounds that reinforce the
appearance of the other graphic elements
• design for the lowest common denominator of
216 colors
• use white space around graphics
Designing the Media Elements (2)
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Graphics
• consider incorporating some analog or
traditional pieces within your multimedia
application
• don't use big, slow graphics on web-based
multimedia applications. Delay is
unacceptable!
Designing the Media Elements (2)
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Animation
• make sure the animation adds to the project
• animations should impact, not detract from the
ideas presented.
• make sure the animation is appropriate to the
mood and content of the application
• determine how much animation to use, what
objects should be animated, and how long the
animation should run
Designing the Media Elements (2)
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Animation
• imagine where the animation will play
• realize that moving objects draw attention;
make sure you animate what you want your
users to tune into
• don’t use too many animated objects per screen
• realize that animation that does the same thing
over and over and over can be annoying; keep
the animation changing or limit the animation
Designing the Media Elements (2)
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Animation
• use transitions and special effects that help
communicate your message, but don’t get
overzealous and add too many
• on the Web, make sure your animation loads
quickly
Designing the Media Elements (2)
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Sound
• use high quality, appropriate, consistent sound
• if different music files are used, they should be
the same style of music
• it is best to use the same voice for narration and
voice-overs, but different voices for different
characters
• if different characters are used, the voices for
each should be distinct
Designing the Media Elements (2)
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Sound
• coordinate your sound files with the other
graphic, animation, and video elements used in
your multimedia application
• in Web-based multimedia applications,
consider using MIDI files
• clearly label the size and type of audio files
when you embed downloadable sound files on
Web pages
Designing the Media Elements (2)
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Video
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record and capture clean, high-quality video
keep the video quality consistent
keep the audience and mode of delivery in mind
if possible, use external video files
make sure the sound or music and the video
complement one another
Designing the Media Elements (2)
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Video
• use high-quality video footage that lends
credibility and a professional feel to your
multimedia application
• use different characters to add interest to the
application, but don’t use so many that your
users get lost
• coordinate video files to complement the
application and the other multimedia elements
Designing the Media Elements (2)
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Video
• don’t overuse transitions
• trim video clips of footage that is excessive,
boring, or inconsistent with your application
• properly place and time video clips so that they
are consistent with the content included in the
other multimedia elements
Storyboards (3)
diagram that describes the content and
sequence of each screen
 extremely important planning document
 anticipate potential problems
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Storyboards (3)
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Include:
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sketch
description of the elements
time allotted for each element
screen number
transitions
tools to be used
budget information
method of navigation
comments
Scripts (3)
complete blueprints of a multimedia
application
 contain all of the text and narration for a
project
 details the scenes, screen conditions,
transitions, and interactions among
characters
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Flowcharts (3)
illustrate the decision making process that
results as users make choices
 assist team as they prepare for the multitude
of possibilities that often exist within a
multimedia application
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Testing the Multimedia Application
throughout the development process
 upon completion
 multimedia project team
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• design, content, multimedia elements,
programming code, user interface, method of
navigation, and interactivity
• goals and objectives are being met
• project is progressing as scheduled and budgeted
• all licenses and releases have been obtained
Testing the Multimedia Application
incorporate client suggestions/comments
 get recommendations and feedback from a
selected group of potential users
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• feelings about the overall program, user
interface, way the program is executed,
multimedia elements and design
• suggestions on features and changes in design
that would improve the application
• positive feedback - what do they really like?
Storing the Multimedia Application
planning, development, and testing stages
sometimes take years; the moment of truth
is RTM (Release to Manufacturer)
 multimedia applications must be stored on
magnetic tape, magnetic disks, magnetooptical disks, CD-ROM, DVD, laser disk,
or a combination of these storage devices.
 multimedia applications may also be stored
on a Web server
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Delivering the Multimedia Application
development of special boxes and
containers to be shipped to retail stores
 adding a link to a Web site
 professional and consistent with the
application and the way it is stored
 include licensing information,
documentation, instructions and phone
numbers for technical support
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Copyright
Issues
Copyright
don’t take chances
 always get permission
 carefully read agreements
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Using Content
•Working with content
Content is what the project is all about
Content must be made or acquired
Using Content
•Working with content
•Using content created by others
Content may come from a variety of sources
Carefully read licensing agreements
Using Content
•Working with content
•Using content created by others
•Copyrights
Original material is owned by the creator
Copyright is implied
Owning a copy of a work does not allow reproduction
Using Content
•Working with content
•Using content created by others
•Copyrights
•Obtaining rights
License work before planning to use it
Make agreements in writing
Using Content
•Working with content
•Using content created by others
•Copyrights
•Obtaining rights
•Derivative works
•Derivative works
Using Content
•Working with content
•Using content created by others
•Copyrights
•Obtaining rights
•Derivative works
•Using content created for a project
Summary
Review
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