Multimedia Technology - OCW@UNIMAS
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Transcript of Multimedia Technology - OCW@UNIMAS
Multimedia Technology
Jonathan Sidi
Faculty of Computer Science and Information Technology
Universiti Malaysia Sarawak
This OpenCourseWare@UNIMAS and its related course materials are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
LEARNING OUTCOMES
• Understand how to plan a multimedia development project
• Discuss the steps involved in multimedia design
• Examine the process involved in multimedia development
• Apply usability and design guidelines in multimedia development project
Multimedia Development Life Cycle
• 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
Multimedia Development Life Cycle
• Phase 2 – Creating • Step 7: Developing the content
• Step 8: Authoring the title
• Phase 3 – Testing • Step 9: Testing the title
Multimedia Development Life Cycle
• Phase 1 – Planning
• Step 1: Developing the concept
– Asking what in general, do we want to do?
– Criteria to consider:
• How can we improve it?
• How can we suit to different market?
• How can we take advantage of new technologies (VR, speech recognition) ?
Multimedia Development Life Cycle
• Phase 1 – Planning
• Step 2: Stating the purpose
– Asking what, specifically, do we want to accomplish?
– Specifying the project goals.
Multimedia Development Life Cycle
• Phase 1 – Planning
• Step 3: Identifying the target audience
– Asking who will use the title?
– The target audience can be described in three ways:
• Demographics (location, age, sex, marital status, education, income, and so on)
• Lifestyle
• Attitudes
Multimedia Development Life Cycle
• Phase 1 – Planning
• Step 4: Determining the treatment
– Asking what is the ‘look and feel’?
– Four things to consider based on the target audience selected in step 3:
• Tone (humorous, serious, light, formal)
• Approach.
• Metaphor.
• Emphasis.
Multimedia Development Life Cycle
• Phase 1 – Planning
• Step 5: Developing the specifications – Asking what precisely does the title include and how
does it work?
– Specification vary from project to project BUT elements that should be included in the specifications for all titles include: • Target playback system(s)
• Elements to be included
• Functionality
• User Interface
Multimedia Development Life Cycle
• Phase 1 – Planning
• Step 6: Storyboard and navigation
– Asking what do the screens look like and how are they linked?
– Storyboard
To provide and 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 objects
Why Storyboard?
• Help you plan your animation out shot by shot.
• Make changes to your storyboard before you start animating, instead of changing your mind later.
• Able to talk about your animation and show your storyboard to other people to get feedback on your ideas.
Multimedia Development Life Cycle
• Phase 2 – Creating
• Step 7: Developing the content
– Creating the pieces.
– Issues that need to be addressed:
• What is the level of quality for the content
• How will the content be generated
• Who will be responsible for acquiring copyrights and licensing agreements?
• How will the content be achieved and documented?
Multimedia Compilation
Gather - To locate and assess potential
multimedia materials that we want to include in our project
- Make sure that we clarified the copyright and Intelletual Property (IP) issues.
Multimedia Compilation
Digitize - To convert hard copy files into soft copy - Capture images using a digital camera - Sounds and audio should be in digital
format
Multimedia Compilation
Produce - All the digitized multimedia content
could be converted and compiled using the multimedia authoring software
Development Process
Redesigned from Sources: http://en.wikipedia.org/wiki/Multimedia, http://www.joeuser.com/sdfiles/mormegil/IAD/88-CDR(01).jpg, http://images.stockxpert.com/pic/m/a/ag/agb/192406_35175349.jpg
Multimedia Development Life Cycle
• Phase 2 – Creating
• Step 8: Authoring the title
– Bringing it all together.
Multimedia Development Life Cycle
• Phase 3 – Testing the title
• Step 9: Authoring the title – Asking does it work the way it was planned?
– Testing is an ongoing process
– Two formal testing processes:
• Alpha Testing – Usually conducted in-house and restricted to the
– development team.
– The idea is to “try and make it crash”.
– Every conceivable action (point and click) and
– Navigation path should be explored.
Multimedia Development Life Cycle
– Beta Testing
• Beta testing is the final functional test before release.
• To get feedback from as wide as variety of potential users as possible.
• To have the test done on as many different computer configurations as possible.
Product Testing
Redesigned from Sources: http://blog.1time.ie/wp-content/uploads/2006/03/software-package-zoom.jpg, http://www1.istockphoto.com/file_thumbview_approve/2363185/2/istockphoto_2363185_shiny_icons_configuration.jpg
– Usability is defined as effectiveness of a product regarding to its fitness for purpose, ease for use and ease for learning
– The objective of usability testing is not only to determine whether the product is easy to learn, satisfying to use and contains the functionality that the users desire but also to identify difficulties, weakness and the areas for improvement.
Usability Issue
Usability Issue
Redesigned from Sources: http://www1.istockphoto.com/file_closeup/nature/elements/water/3479221_aqua_icons.php?id=3479221
Summary • The planning stage has three sub-phases idea, goal and
constraints identification style and concept storyboard and prototype development
• The process involved in multimedia development is; Media creation; Authoring and compilation; Delivery
• Two types or testing are; Alpha – to be done by the developer/designer; Beta—to be done by the client or final user
• Usability is important to ensure the effectiveness of a multimedia product