2. INTERACTIVE MULTIMEDIA DEVELOPMENT
• PHASE 1 – PLANNING
– Step 1 : Developing the concept
– Step 2 : Stating the purpose
– Step 3 : Identifying the target audience
– Step 4 : Determining the treatment
– Step 5 : Developing the specifications
– Step 6 : Storyboard and navigation
2
3. STEP 1 : Developing The Concept
• “What, in general, do we want to do?”
• Every multimedia project originates as an
idea.
• The process for generating ideas can be as
unstructured as brainstorming sessions or as
formal as checklists with evaluation criteria
which is based on current line.
3
4. STEP 1 : Developing The Concept
• Such a series of questions might consists of the following:
– How can we improve it? (make it faster, use better-
quality graphics or updated content)
– How can we change the content to appeal to a different
market? (consumer, education, corporate)
– How can we take advantage of new technologies? (virtual
reality, speech recognition)
– How can we repackage or repurpose our content? (books,
movies, games, reference materials, brochures, magazines)
4
5. STEP 2 : Stating The Purpose
• “What, specifically, do we want to accomplish?”
• Once a concept has been developed, project
goals and objectives need to be specified.
• Goals are broad statements of what the project
will accomplish, whereas objectives are more
precise statements.
• Goals and objectives help direct the development
process and provide a way to evaluate the title
both during and after its development.
5
6. STEP 2 : Stating The Purpose
• Because multimedia development is a team
process, objectives are necessary to keep the
team focused, on-track, on budget, and on
time.
• They need to be stated in measurable terms,
and they need to provide for a timeline.
6
7. STEP 3 : Identifying The Target Audience
• “Who will use the title?”
• Audiences can be described in many ways, in terms of
demographics (location, age, sex, marital status, education,
income, and so on) as well as lifestyle and attitudes.
• Developers must determine what information is needed and
how specifically to define the audience.
• There is a trade-off between the size of an audience an a
precise definition of it.
• The larger the audience, the more diverse its needs and the
more difficult it is to give them what they want.
7
8. STEP 4 : Determining The Treatment
• “What is the look and feel?”
• Taken together the concept, objectives and
especially the audience will help determine
how the title will be presented to the user.
• Look and feel can include such things as the
title’s tone, approach, metaphor and
emphasis.
8
9. STEP 4 : Determining The Treatment
• Tone – Will the title be humorous, serious,
light, formal?
– Is it for home use, games and recreational titles,
humor or business use that are more serious in
their tone.
• Approach – How much direction will be
provided to the user?
– Approach is deciding how much help to provide
and in what form; exploration
9
10. STEP 4 : Determining The Treatment
• Metaphor – Will a metaphor be used to
provide interest or to aid in understanding the
title?
– Examples of metaphor:
• File cabinet
• Books with chapters
• Encyclopedia with articles
• Television with channels
• Shopping mall with stores
• Museum with exhibits
10
11. STEP 4 : Determining The Treatment
• Emphasis – How much emphasis will be
placed on the various multimedia elements?
– It is important to consider the significance of each
element based on the concept, objectives, and
audience for the title.
– Budget and time constraints, however, may
ultimately dictate the relative weight placed on
text, sound, animation, graphics, and video.
11
12. STEP 5 : Developing The Specifications
• “What precisely does the title include and how
does it work?”
• Specifications - list what will be included on
each screen:
– the target playback system
– the elements should be included
– the functionality of each object
– the user interface
• Specifications should be detailed as possible.
12
13. STEP 5 : Developing The Specifications
• Target playback systems – The decision of
what computers to target for playback is
usually not difficult.
• For example, an instructor who is developing a
multimedia presentation would be confined to
– the playback system set up in the classroom;
– a sales representative might be restricted by the
model of laptop computer that she carries;
– or a person developing a title that runs on a kiosk
would be restricted to the kiosk hardware.
13
14. STEP 5 : Developing The Specifications
• Elements to be included – The specifications
should include, as much as possible, details
about the various elements that are to be
included in the title.
• For examples:
– what are the sizes of various objects such as
photos, buttons, text blocks?
– what fonts, point sizes and type styles are to be
used?
– what are the colors for various objects?
14
15. STEP 5 : Developing The Specifications
• Functionality – Objects such as text, graphics,
buttons and hypertext are often part of
multimedia title.
• The specification should include how the
program reacts to an action by the user, such as a
mouse click.
• The user needs feedback that the button has
been selected.
• If no feedback is given, the user might click on
the button again, resulting in the undesirable
effect of jumping to the wrong screen.
15
16. STEP 5 : Developing The Specifications
• User interface – The user interface involves
designing the appearance – how each object is
arranged on the screen – and the interactivity
– how the user navigates through the title.
16
17. STEP 6 : Storyboard and Navigation
• “What do the screens look like and how are they linked?”
• A storyboard – a representation of what each screen will look
like and how the screens are linked. (often in the form of
hand-drawn sketches)
• The storyboard serve multiple purposes:
– To provide an overview of the project
– To provide a guide (road map) for the programmer
– To illustrate the links among screens
– To illustrate the functionality of the object
17
20. STEP 6 : Storyboard and Navigation
• Another important feature of the storyboard is
the navigation scheme.
• The linking of screens through the use of
buttons, hypertext, and hot spots allows the
user to jump from one screen to another.
• The multimedia developer decides how the
various screens will be linked, and this is
represented on the storyboard.
20
21. STEP 6 : Storyboard and Navigation
• In some cases, the linking is too complex to
land itself well to a storyboard display, the
programmer would rely on the specifications
to indicate the navigation scheme.
• Navigation structure :
– Linear
– Hierarchical
– Non-linear
– Composite
21
22. STEP 6 : Storyboard and Navigation
• Linear - Users navigate sequentially, from one
frame of information to another.
• Hierarchical - Users navigate along the branches
of a tree structure that is shaped by the natural
logic of the content. It is also called linear with
branching.
• Non-linear - Users navigate freely through the
content, unbound by predetermined routes.
• Composite - Users may navigate non-linearly, but
are occasionally constrained to linear
presentations.
22