Designing and Producing
By
Aized Amin
Overview
• Strategies for creating interactive multimedia.
• Designing a multimedia project.
• Producing a multimedia project.
Strategies for Creating Interactive
Multimedia
• Designing and building multimedia projects go
hand-in-hand.
• Balance proposed changes against their cost.
• Feedback loops and good communication
between the design and production effort are
critical to the success of a project.
Strategies for Creating Interactive
Multimedia
• A user can either describe the project in minute details, or can build a less-
detailed storyboard and spend more effort in actually rendering the
project.
• The method chosen depends upon the scope of a project, the size and
style of the team, and whether the same people will do design and
development.
• If the design team is separate from the development team, it is best to
produce a detailed design first.
Designing a Multimedia Project
• Designing a multimedia project requires
knowledge and skill with computers, talent in
graphics, arts, video, and music, and the
ability to conceptualize logical pathways.
• Designing involves thinking, choosing, making,
and doing.
Designing a Multimedia Project
• Designing the structure.
• Designing the user interface.
Designing the Structure
• The manner in which project material is
organized has just as great an impact on the
viewer as the content itself.
• Mapping the structure of a project should be
done early in the planning phase.
Designing the Structure
• Navigation maps are also known as site maps.
• They help organize the content and messages.
• Navigation maps provide a hierarchical table
of contents and a chart of the logical flow of
the interactive interface.
• Navigation maps are essentially non-linear.
Designing the Structure
There are four fundamental organizing
structures:
– 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.
Designing the Structure
There are four fundamental organizing
structures (continued):
– 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.
Designing the Structure
• The navigation system should be designed in
such a manner that viewers are given free
choice.
• The architectural drawings for a multimedia
project are storyboards and navigation maps.
• Storyboards are linked to navigation maps
during the design process, and help to
visualize the information architecture.
Designing the Structure
A user can design their product using two types
of structures:
– Depth structure - Represents the complete navigation map and describes all
the links between all the components of the project.
– Surface structure - Represents the structures actually realized by a user while
navigating the depth structure.
Designing the Structure
Hotspots:
– Add interactivity to a multimedia project.
– The three categories of hotspots are text, graphic, and icon.
– The simplest hot spots on the Web are the text anchors that link a document
to other documents.
Designing the Structure
• Hyperlinks - A hotspot that connects a viewer
to another part of the same document, a
different document, or another Web site is
called a hyperlink.
• Image maps - Larger images that are sectioned
into hot areas with associated links are called
image maps.
Designing the Structure
• Icons - Icons are fundamental graphic objects
symbolic of an activity or concept.
• Buttons - A graphic image that is a hotspot is
called a button.
Designing the Structure
• Plug-ins such as Flash, Shockwave, or
JavaScripts enable users to create plain or
animated buttons.
• Small JPEG or GIF images that are themselves
anchor links can also serve as buttons on the
Web.
• Highlighting a button is the most common
method of distinguishing it.
Designing the Structure
• It is essential to follow accepted conventions
for button design and grouping, visual and
audio feedback, and navigation structure.
• Avoid hidden commands and unusual
keystroke/mouse click combinations.
Designing the User Interface
• The user interface of a project is a blend of its
graphic elements and its navigation system.
• The simplest solution for handling varied
levels of user expertise is to provide a modal
interface.
• In a modal interface, the viewer can simply
click a Novice/Expert button and change the
approach of the whole interface.
Designing the User Interface
• Modal interfaces are not suitable for
multimedia projects.
• The solution is to build a project that can
contain plenty of navigational power, which
provides access to content and tasks for users
at all levels.
• The interface should be simple and user-
friendly.
Designing the User Interface
Graphical user interface (GUI):
– The GUIs of Macintosh and Windows are successful due to their simplicity,
consistency, and ease of use.
– GUIs offer built-in help systems, and provide standard patterns of activity that
produce the standard expected results.
Designing the User Interface
Graphical approaches that work:
– Plenty of "non-information areas," or white space in the screens.
– Neatly executed contrasts.
– Gradients.
– Shadows.
– Eye-grabbers.
Designing the User Interface
Graphical approaches to avoid:
– Clashes of color.
– Busy screens.
– Requiring more than two button clicks to quit.
– Too many numbers and words.
– Too many substantive elements presented too quickly.
Designing the User Interface
Audio interface:
– A multimedia user interface can include sound elements.
– Sounds can be background music, special effects for button clicks, voice-overs,
effects synced to animation.
– Always provide a toggle switch to disable sound.
Producing a Multimedia Project
• In the development or the production phase,
the project plan becomes the systematic
instruction manual for building the project.
• The production stage requires good
organization and detailed management
oversight during the entire construction
process.
Producing a Multimedia Project
• A good time-accounting system for everyone
working on a project is required to keep track
of the time spent on individual tasks.
• It is important to check the development
hardware and software and review the
organizational and administrative setup.
Producing a Multimedia Project
Potential problems can be avoided by
answering these questions:
• Is there sufficient disk storage space for all files?
• Is the expertise available for all stages of the project?
• Is there a system for backing up critical files?
• Are the financial arrangements secure?
• Are the communications pathways open with clients?
Producing a Multimedia Project
Working with clients:
– Have a system in place for good communication between the client and the
people actually building the project.
– Control the client review process to avoid endless feedback loops.
Producing a Multimedia Project
Working with clients (continued):
– Develop a scheme that specifies the number and duration of client approval
cycles.
– Provide a mechanism for change orders when changes are requested after
sign-off.
Producing a Multimedia Project
Data storage media and transportation:
– This is necessary so that a client is easily able to review the work.
– There needs to be a matching data transfer system and media.
– Access to the Internet at high bandwidth is preferred.
– The most cost-effective and time-saving methods of transportation are CD-R
or DVD-ROMs.
Producing a Multimedia Project
Tracking:
– Organize a method for tracking the receipt of material to be incorporated in a
project.
– Develop a file-naming convention specific to your project's structure.
Producing a Multimedia Project
Tracking (continued):
– Store the files in directories or folders with logical names.
– To address cross-platform issues, develop a file identification system that uses
the DOS file-naming convention of eight characters plus a three-character
extension.
Producing a Multimedia Project
Tracking and copyrighting:
– Version control of your files is very important, especially in large projects.
– If storage space allows, archive all file iterations.
– Insert a copyright statement in the project that legally designates the code as
the creator's intellectual property.
– Copyright and ownership statements are embedded in <meta> tags at the top
of a HTML page.
Summary
• Feedback loops and good communication
between the design and the production
efforts are critical to the success of a project.
• The four fundamental organizing structures
are linear, non-linear, hierarchical, and
composite.
• The user interface should be simple, user-
friendly, and easy to navigate.
Summary
• The three categories of hotspots are text,
graphic, and icon.
• A multimedia project is actually rendered in
the production stage.

Chapter 10 designing and producing Multimedia

  • 1.
  • 2.
    Overview • Strategies forcreating interactive multimedia. • Designing a multimedia project. • Producing a multimedia project.
  • 3.
    Strategies for CreatingInteractive Multimedia • Designing and building multimedia projects go hand-in-hand. • Balance proposed changes against their cost. • Feedback loops and good communication between the design and production effort are critical to the success of a project.
  • 4.
    Strategies for CreatingInteractive Multimedia • A user can either describe the project in minute details, or can build a less- detailed storyboard and spend more effort in actually rendering the project. • The method chosen depends upon the scope of a project, the size and style of the team, and whether the same people will do design and development. • If the design team is separate from the development team, it is best to produce a detailed design first.
  • 5.
    Designing a MultimediaProject • Designing a multimedia project requires knowledge and skill with computers, talent in graphics, arts, video, and music, and the ability to conceptualize logical pathways. • Designing involves thinking, choosing, making, and doing.
  • 6.
    Designing a MultimediaProject • Designing the structure. • Designing the user interface.
  • 7.
    Designing the Structure •The manner in which project material is organized has just as great an impact on the viewer as the content itself. • Mapping the structure of a project should be done early in the planning phase.
  • 8.
    Designing the Structure •Navigation maps are also known as site maps. • They help organize the content and messages. • Navigation maps provide a hierarchical table of contents and a chart of the logical flow of the interactive interface. • Navigation maps are essentially non-linear.
  • 9.
    Designing the Structure Thereare four fundamental organizing structures: – 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.
  • 10.
    Designing the Structure Thereare four fundamental organizing structures (continued): – 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.
  • 11.
    Designing the Structure •The navigation system should be designed in such a manner that viewers are given free choice. • The architectural drawings for a multimedia project are storyboards and navigation maps. • Storyboards are linked to navigation maps during the design process, and help to visualize the information architecture.
  • 12.
    Designing the Structure Auser can design their product using two types of structures: – Depth structure - Represents the complete navigation map and describes all the links between all the components of the project. – Surface structure - Represents the structures actually realized by a user while navigating the depth structure.
  • 13.
    Designing the Structure Hotspots: –Add interactivity to a multimedia project. – The three categories of hotspots are text, graphic, and icon. – The simplest hot spots on the Web are the text anchors that link a document to other documents.
  • 14.
    Designing the Structure •Hyperlinks - A hotspot that connects a viewer to another part of the same document, a different document, or another Web site is called a hyperlink. • Image maps - Larger images that are sectioned into hot areas with associated links are called image maps.
  • 15.
    Designing the Structure •Icons - Icons are fundamental graphic objects symbolic of an activity or concept. • Buttons - A graphic image that is a hotspot is called a button.
  • 16.
    Designing the Structure •Plug-ins such as Flash, Shockwave, or JavaScripts enable users to create plain or animated buttons. • Small JPEG or GIF images that are themselves anchor links can also serve as buttons on the Web. • Highlighting a button is the most common method of distinguishing it.
  • 17.
    Designing the Structure •It is essential to follow accepted conventions for button design and grouping, visual and audio feedback, and navigation structure. • Avoid hidden commands and unusual keystroke/mouse click combinations.
  • 18.
    Designing the UserInterface • The user interface of a project is a blend of its graphic elements and its navigation system. • The simplest solution for handling varied levels of user expertise is to provide a modal interface. • In a modal interface, the viewer can simply click a Novice/Expert button and change the approach of the whole interface.
  • 19.
    Designing the UserInterface • Modal interfaces are not suitable for multimedia projects. • The solution is to build a project that can contain plenty of navigational power, which provides access to content and tasks for users at all levels. • The interface should be simple and user- friendly.
  • 20.
    Designing the UserInterface Graphical user interface (GUI): – The GUIs of Macintosh and Windows are successful due to their simplicity, consistency, and ease of use. – GUIs offer built-in help systems, and provide standard patterns of activity that produce the standard expected results.
  • 21.
    Designing the UserInterface Graphical approaches that work: – Plenty of "non-information areas," or white space in the screens. – Neatly executed contrasts. – Gradients. – Shadows. – Eye-grabbers.
  • 22.
    Designing the UserInterface Graphical approaches to avoid: – Clashes of color. – Busy screens. – Requiring more than two button clicks to quit. – Too many numbers and words. – Too many substantive elements presented too quickly.
  • 23.
    Designing the UserInterface Audio interface: – A multimedia user interface can include sound elements. – Sounds can be background music, special effects for button clicks, voice-overs, effects synced to animation. – Always provide a toggle switch to disable sound.
  • 24.
    Producing a MultimediaProject • In the development or the production phase, the project plan becomes the systematic instruction manual for building the project. • The production stage requires good organization and detailed management oversight during the entire construction process.
  • 25.
    Producing a MultimediaProject • A good time-accounting system for everyone working on a project is required to keep track of the time spent on individual tasks. • It is important to check the development hardware and software and review the organizational and administrative setup.
  • 26.
    Producing a MultimediaProject Potential problems can be avoided by answering these questions: • Is there sufficient disk storage space for all files? • Is the expertise available for all stages of the project? • Is there a system for backing up critical files? • Are the financial arrangements secure? • Are the communications pathways open with clients?
  • 27.
    Producing a MultimediaProject Working with clients: – Have a system in place for good communication between the client and the people actually building the project. – Control the client review process to avoid endless feedback loops.
  • 28.
    Producing a MultimediaProject Working with clients (continued): – Develop a scheme that specifies the number and duration of client approval cycles. – Provide a mechanism for change orders when changes are requested after sign-off.
  • 29.
    Producing a MultimediaProject Data storage media and transportation: – This is necessary so that a client is easily able to review the work. – There needs to be a matching data transfer system and media. – Access to the Internet at high bandwidth is preferred. – The most cost-effective and time-saving methods of transportation are CD-R or DVD-ROMs.
  • 30.
    Producing a MultimediaProject Tracking: – Organize a method for tracking the receipt of material to be incorporated in a project. – Develop a file-naming convention specific to your project's structure.
  • 31.
    Producing a MultimediaProject Tracking (continued): – Store the files in directories or folders with logical names. – To address cross-platform issues, develop a file identification system that uses the DOS file-naming convention of eight characters plus a three-character extension.
  • 32.
    Producing a MultimediaProject Tracking and copyrighting: – Version control of your files is very important, especially in large projects. – If storage space allows, archive all file iterations. – Insert a copyright statement in the project that legally designates the code as the creator's intellectual property. – Copyright and ownership statements are embedded in <meta> tags at the top of a HTML page.
  • 33.
    Summary • Feedback loopsand good communication between the design and the production efforts are critical to the success of a project. • The four fundamental organizing structures are linear, non-linear, hierarchical, and composite. • The user interface should be simple, user- friendly, and easy to navigate.
  • 34.
    Summary • The threecategories of hotspots are text, graphic, and icon. • A multimedia project is actually rendered in the production stage.