http://acc6.its.brooklyn.cuny.edu/~lscarlat/multimedia/note2.html
Steps in the Process
The steps taken in developing a multimedia product are like those of any software project- Determine project goals
- Develop work scope
- Assess system requirements
- Design the system
- Develop the system
- Test
- Deliver
Determine Project Goals
This one-page summary of the project should provide the reader with the "big picture":- Who is the product aimed at?
- What will the user be able to achieve with this product?
- Why is the product worth using (and developing)?
Develop Work Scope
In the work scope, you need to specify- Schedule
- Budget
- Staffing
Assess System Requirements
The first step in any application development is an assessment of...- Technical requirements
- Market or client requirements
- Current means of accomplishing the task, including competition
- Task analysis
Technical requirements
These generally translate to restrictions or constraints that will help guide your design, including- Low-end system specs
- Special capabilities that must be supported
- Budgetary and schduling constraints
Market or client requirements
Know thy user, for he (or she) is not thyself- Educational background
- Level of technical expertise
- Physical or mental limitations
- Language and common terminology
- Cultural preferences
- 10 minute rule
- Take advantage of your users' considerable knowledge and experience
Current means of accomplishing the task, including competition
Using a computer should always be easier than not using a computer.- Reliability - absence of malfunctions
- Robustness - tolerance and protection of user
- Tailoring - accomodates differences without burdening user
Task analysis
Be sure you understand the task at hand before you leap to a solution!- Who is the user?
- What tasks does the user now perform?
- How are these tasks learned?
- How often do users perform these tasks?
- What is the relationship between users and data?
- How do users communicate with one another?
- What are the time constraints on the tasks?
- What happens when things go wrong?
Design the System
Several different types of design, undertaken by different designers/teams, go into a multimedia product. At the very least, these include ...- Interface design
- Functional design
Interface design
Myth vs. Conceptual model- Designers make myths
- Consistent external behavior
- Does not necessarily reveal internal behavior
- Users make conceptual models
- Mental representation of what the system is doing
- Used to make predictions, extrapolations, educated guesses about system behavior
- How will people use the system?
- What problems will it solve for them?
- How will it integrate with their environment?
Functional design
Functional design describes how exactly the system will do what it is supposed to.- System architecture
- Data descriptions
- Unit-level code specification
Develop the system
Development of the system includes ...- Creating the user interface
- Writing code
- Editing content
- Integrating the pieces
- Waterfall
- Prototyping
Test
Testing includes the following:- Unit-level testing, which ensures that system components work as expected
- System-level testing, which ensures that the integrated system works as expected
- Interface testing, which ensures that the system truly is consistent, easy to use, and worth using
Deliver
When delivering the finished system, it is important to- Ensure that the correct end-users are aware of this new product
- Provide training, user manuals, or other support to make learning easier
- Gather feedback to help improve the next version and/or product
Macromedia Director
Authoring tool for multimedia productions such as ...- kiosks
- titles on CD-ROM
- simulations
- interactive presentations
- demo disks
- interactivity on the WWW
Cast
A cast is a database of multimedia objects- Cast member is a single object
- graphic
- text
- movie
- sound
- button
- script
- Cast members may be created using Director, or Imported from another source
- Sprite is an instance of a cast member
Score
The score tracks the action in your application- Frame represents an instant of time
- Tempo determines the rate at which frames are viewed
- Frames may be Marked and Labeled for future reference
- Represented by a column in the score
- Channel represents an individual sprite, effect, or script over time
- Up to 48 graphic channels
- Effects channels for Tempos, Transitions, Palettes, and Sounds
- Script channel
- Represented by a row in the score
- Cell contains information about one sprite at one frame in the application
Movie
The resulting application, described by the Score, is called a Movie- Stage is the window where all action occurs
- Scripts provide interactivity with lists of instructions or descriptions
- Instructions are written in Lingo, which can incorporate Hypercard XCMDs and XFCNs
- Activated by Events
- Scripts may be associated with different parts of the movie
- Cast member script
- Sprite script
- Frame script
- Movie script
Menus
- Control Panel - stepping through and playing the movie
- Cast -store, show, and edit cast members
- Score - control the action
- Paint - create bitmapped cast members
- Tools - add text, buttons, shapes directly to a frame
- Marker - shows all marked frames
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