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Multimedia Principle

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Submitted By nadhiratul
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Basic Principles of Multimedia
Design and Development find what they want. The best
Milestones - Analysis Report, navigation is highly intuitive. Often Outline, Statement of Work web pages provide alternate paths
Design Phase
(e.g. - buttons, image maps,
• Begin Design (Interface, hypertext.) Navigation, Graphics, Text
Textual content should be
Treatment)
designed for accessibility and readability. Depending on the kind • Draft Flowcharts and of project, text may also need to be
Storyboards
printable and changeable.
Detailing what it takes to do it right, During design it is also important to • Review and make any necessary revisions to designs, etc. this article describes some basic consider technology issues, such as: design principles, delineates the
• Define and Build Rapid bandwidth, throughput, system phases of development,
Prototype(s)
requirements, etc. demonstrates appropriate analysis
• Conduct Test of Rapid and defines some basic multimedia Development
Prototype(s) with typical end terms. Here are the activities involved users during each phase of multimedia
As the line between disk and webbased projects continue to blur, it becomes easier to communicate effectively using either or both.
Capture and hold attention with multimedia. Combine audio, video and animated graphics with the written word, to deliver interesting, entertaining and compelling messages. Design

Interactive design is probably the most exciting feature of multimedia projects. And though it’s nice for multimedia to be aesthetically pleasing and entertaining, visual elements ought to be more than
"eye-candy". It’s imperative to use images and layout to help guide the user’s eyes to what’s important and know what to do next.
Graphic design is important but not the main scope of this article.
Artists spend years practicing their trade, learning the rules and knowing when to break them. The basic principles of color, form, texture, balance, contrast, continuity, etc. all apply to electronically delivered media, too.

development. At the end of each section is a list of the deliverables or milestones.

Milestones - Flowcharts,
Storyboards, Prototype, Usability
Test Results

Blueprint Phase

Production Phase



Discuss and Verify Strategic and Project Planning





Determine Feasibility - Study

Present System (Cost-Benefit &
R.O.I.)

Conduct Analysis (Needs,
Goals, Audience, Subject
Matter)

Define Run-Time Requirements and Technical Specifications







Navigational design determines how users get around. Using a relatively flat structure makes key information accessible from a single • interface. Keep people from having to dig down through too many layers to

Determine Parameters for
Duplication, Labels and
Packaging

Prepare current and/or Draft new Textual Assets
Capture or Create and Convert
Graphics (2D, 3D, Stills,
Animation)
Coordinate Logistics for Audio and Video Production (if applicable) •

Capture, Edit and Convert
Audio and Video Assets



Authoring and Programming
(CD-ROM & Website)

Create a Content Outline (What already exists and what needs to

be created)
Draft a Statement of Work with a Project Plan, Proposed Budget and Schedule

Make any required changes to
Prototype Designs

Design and Print Labels and
Packaging

• Prepare Digital Prototypes for approval (Beta Version)

situation, and provide
Milestones - Treatment of Media
Assets, Digital Prototype, Labeling, recommendations.
Packaging
During needs assessment, we will
Implementation Phase explore where this project fits with the big picture. We will also
• Conduct Quality Assurance answer: How many units will be
Testing and Evaluation needed right away? Will the program ever need to be updated?
• Make any necessary changes
(design, graphics, content, etc.) If so, when and how often? What will be the best way to distribute the
• Finalize any software licensing program to learners? How else agreement issues might we use video elements for other purposes?, etc.
• Install and Integrate Systems
(e.g. - Upload Website to Host Goal Analysis
Server)
Goal Analysis involves narrowing broad goals into objectives to be
• Burn a Gold Master disk measured by performance. For each
• Produce Documentation goal, we will write a complete statement describing acceptable
• Press disks and Assemble performances in terms of nature, complete CD-ROM packages quality and amount. We will continue clarifying everything until
Milestones - labeled, packaged, we can answer yes to the following shrink-wrapped, and boxed CDquestion: "If the learner achieved or
ROMs, DVDs or live Website demonstrated each of the desirable
Evaluation should occur performances, would we be willing throughout the entire project to to say he or she has achieved the constantly measure activities goal?" against desired outcomes.
We intend to analyze overall goals
Analysis
for the entire training program, as
Analysis usually occurs during the well as, specific goals within each
Blueprint Phase and can carry over section of instruction. By stating into other areas of development. specific objectives, we will be able
Getting stakeholder involvement to define the target and know when and conducting analysis, helps we ve hit it. ensure success. It is much easier to hit a target when you know what it Audience Analysis
Audience Analysis entails is. For a sense of reality, we will interviewing past, present and use the example of converting future learners to gain insights. facilitated classroom training into an interactive multimedia program. We will talk with users and trainees
Needs Assessment
Needs Assessment helps to clearly explain the problem, identify the audience, ascertain the actual situation, determine optimal conditions, discover the challenges or barriers to achieving the optimal

(different levels within the targeted markets) to determine: What must be on tape, in print and/or on the computer for the training to be effective? Under what conditions would using a new program be optimal? How do (or will) you know you got it? What worked and what

didn t work for you with current training? etc.
Subject Matter Analysis
Subject Matter Analysis involves consulting multiple sources to determine optimal content and optimal structure of that content.
For example, we will research current training and have our team of writers, trainers, designers, and graphic artists meet to review each segment of training, and determine how best to convert everything from instructor-lead to self-paced—the right combination of video, workbooks, exercises, simulations, etc. Multimedia Terms
Basic terms and activities involved in the multimedia development process, in chronological order:
Analysis - to determine exact scope and other aspects and needs of the project Requirements Specifications - lists technical and functional requirements for the program
Statement of Work - document outlining all the parameters of our working relationship, including: objectives, assumptions, definitions, general description of work, work specifications, constraints, terms, schedule, budget, etc.
Project Plan - description of how we will meet your goals, objectives and specifications
Content Outline - organized description of what will be re-used and what will be created
Flowchart - visual depiction of entire program, it maps out connections among elements

Storyboards - initial designs showing colors, fonts, layouts, navigation tools, etc.
Rapid Prototype - a model of the finished program with sample designs for approval

Developers follow these principles and processes in order to create successful interactive multimedia projects. 6) Increased Retention: the reinforcement of the interactive
Benefits of Multimedia
From an International Television lessons increases learning.

Association article with case studies highlighting the effectiveness of multimedia (and other media) in different
Usability Testing - to get feedback situations. (As referenced in the from people who would be actually
Digital Video Professionals using the program
Association s listserv - Sept. 00)
Programming - creating source the benefits of multimedia:
Convert Media Assets - stills, graphics, audio, video, etc. turned into usable digital files

code linking design elements to match the approved technical and functional specifications
Digital Prototype - a working model used for testing and evaluation purposes
Quality Assurance - testing to verify everything looks and works the way it s supposed to

5) Mastery Of Learning: the instruction won’t move on until the student has mastered the lesson.

1) Reduced Learning Time: SelfPaced, Immediate Interaction,
Feedback And Personalized
Instruction Can Reduce Training
Time 50% (avg.)
2) Reduced Costs/Student: in the classroom, the major expense is delivery, i.e., the instructor’s salary.
Federal express expects to save more than $100 million by using an interactive system.

Software licensing agreement - if a CD-ROM is delivered with
QuickTime or HTML, for example, 3) Instructional Consistency third party vendors may require a
4) Privacy: the student avoids separate licensing fee per unit embarrassment, and the ’patience’ of
Gold Master disk - final version the interactive system encourages used to duplicate or replicate the the student to ask questions.
CD-ROM or DVD copies.

7) Increased Safety: the technology allows exploration of
’dangerous’ subjects which would be difficult or impossible in the classroom. 8) Increased Motivation: the responsive feedback and individual involvement makes the student a more willing participant.
9) Increased Access: student instruction is not confined to times when the instructor is available.
10) Learners Enjoy Interactive
Learning
11) Efficient, Effective, Flexible
Jim Staylor is an award-winning scriptwriter/producer and the owner of Staylor-Made
Communications in San Diego.
(800) 711-6699, www.staylor-made.com © copyright 2002 Staylor-Made
Communications, Inc.

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