The document discusses strategies for designing and producing multimedia projects. It covers designing the structure and user interface, including using hotspots and navigation maps. Production requires good organization, communication between teams, and tracking files. Key aspects include feedback loops between design and production, using linear, hierarchical, or non-linear structures, and creating a simple user interface.
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.