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Week 2 Lecturing P420 - 1 CMLA Multimedia Presentation for Public Relations Swiss German University Indonesia (13 September 2011)
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MULTIMEDIA DEVELOPMENT LIFECYCLE (MDL) Week 2 P420 - 1 CMLA Multimedia Presentation for Public Relations Swiss German University Indonesia
Multimedia Development Lifecycle (MDL) • Multimedia Development Life Cycle:
Define > Plan > Implement > Construct > Evaluate
• Define : • Client’s needs assessment : state the purpose • Identify Target Audience : audience assessment • Goals, objective, activities
• Planning : • Develop specification • Develop design strategy • Create wireframe
Multimedia Development Lifecycle (MDL) • Determine organizational structure • Design navigation and user interface • Select appropriate authoring medium and delivery system • Task, deliverables, milestones • Set definitive timelines for full production process
• Implement : • Proposal sign-off • Getting resource from client • Ensuring relevant personnel are available
Multimedia Development Lifecycle (MDL) • Construct :
• Create the multimedia elements and add the content • Authoring interaction • Preparing adjunct materials (user manuals) • Integrating media and code • Technical testing and subsequent alterations • Alpha, beta, release candidate one (RC1)/release candidate 2 (RC2) and
gold/master release production phases • Focus group and user testing and subsequent alterations • End user training • Handover presentation and demonstration
Multimedia Development Lifecycle (MDL) • Evaluate :
• Complete Usability/User Testing Report • Complete Effectiveness and Impact Report • Complete Extension Report • Undertake Evaluation as per the strategy previously outlined • Undertake developer only evaluation
DESIGNING MULTIMEDIA P420 - 1 CMLA Multimedia Presentation for Public Relations Week 2 Lecturing
Interface Design • Human interface
• Made for people • Is where a real person meets with interactive system • How does your system work with people • How do people work with your system
• Simple design is good design • People like nice surroundings • Design should communicate, not just dazzle
Interface Design • Object should visually mimic their function • Consistency is key • Stability is key • User should be in control
Susan Kare
Standard Interface Elements • Cursors
• Arrows, I-bars, drag handles, magnifying glass
Standard Interface Elements • Buttons
• Single-state, multi-state, reverting, non-reverting
Standard Interface Elements • Hyperlinks
• External and internal, with or without feedback
• User Input fields • Text boxes, check boxes, radio buttons
• Scroll Bars
User Initiated Reactions • Cursor Changes
• Tool changes, context related changes
• Button States • Rollover, rollout, pressed, unpressed
• Keyboard Input • Copy-paste, arrow keys
• Disjointed Rollovers • Rolling over one object which changes the content of appearance of
another
Authoring Vs. The Web • Standard HTML pages share common interface elements,
which have limited styling capabilities • Flash and shockwave pages are virtually limitless in their
capabilities for custom interface design • Authored interactive design can be Web Pages, CD-ROM,
Games, Desktop Applications
Standard Interface
Non-Standard Interface
Non-Standard Interface
CD-Rom Interface
Standard Vs. Non-Standard • Standard elements have the benefit of wide distribution –
you can assume many people will have used similar widgets before, but also presents a constrain designer
• Non-standard or custom elements have the benefit of
design freedom, but can become confusing for non-savy users
Standard Vs. Non-Standard • General rule: “Keep the principles of standard interface elements in mind when designing elements from scratch in director and flash”
CD-Rom Vs. The Web Contra : • Limited lifespan of authored content • High production and distribution cost • Constrained to traditional Software Development Lifecycle
(SDLC) • Cross-platform development can be pain in the neck
CD-Rom Vs. The Web Pro : • No bandwidth issues; can be used to distribute large files
like high quality DVD, Video, Games • Best of both worlds; can be used to access online data
and content • Access to local file system • Tangible product
Desktop Application
Design Style
• Symmetry
• Emphasis
• Contrast
Design Style
• Balance
• High Contrast
• Emphasis
Design Style
• Pattern Rhythm
• Emphasis
• Proportion
Page Types • Splash Page • Homepage, Main Page • Content Page, Information Page • Search Page • User Input • Archive Page, Listing Page • Sitemap • Interactive
Splash Page
Homepage or Main Page
Content or Information Page
Search Page
User Input Page
Common Layout Terms • Body
• Main content, text, images
• Header • Logo, illustration, page or company name
• Footer • Copyright and privacy information
• Menu • Simple, drop-down, expanding
• Sidebar • Related information, metadata, links, feeds
Common Layout Terms • Breadcrumbs
• Link trails to show navigation progress
• Pull Quotes • Highlighted, indented sentence or paragraph of interest
• Forms • Data entry elements, such as log in fields, search fields, email subscription
fields
Body
Header
Sidebar
Breadcrumb
Pull Quotes
SITE MAPS, NAVIGATION AND FLOWCHART
What are site maps for? • Graphical overview of the page structure of a site
• Show how pages link together • Linear • Hierarchial • Cobweb
Linear navigation
Hierarchical navigation
Cobweb navigation
Site map example
What are navigational flowchart? • Graphical representation of the user experience • Set of icons used to describe the way the user interacts with the site
• Also describe back-end processing • Form validation • Database lookups • Downloads
Thank You Leoni Rahmawati 2011