Scct2013 topic6-integrative mediaprojectdevelopment
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Transcript of Scct2013 topic6-integrative mediaprojectdevelopment
INTEGRATIVE MEDIA PROJECT DEVELOPMENT
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OVERVIEW
Introduction
Steps in developing integrative media projects
Definition phase
Construction phase
Testing phase
INTRODUCTION
In developing integrative media project, a few aspects need to be carefully considered - accessibility, usability, appearance, etc.
Successful product should be, among others, easily accessible, usable and useful, and aesthetically pleasing.
A thorough planning and understanding of the project is crucial to: Ensure product meets its goals and
users’ requirements avoid waste – time, effort, money. 3
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STEPS IN DEVELOPING INTEGRATIVE MEDIA PROJECTS
Generally, the steps in software application/project development involves: Analysis & planning Requirements & Specifications Design Development Testing Delivery & Supports
In practice, there might be overlaps of tasks in each step
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STEPS IN DEVELOPING INTEGRATIVE MEDIA PROJECTS
Software Development Life Cycle (SDLC)
The use of terms in the development process may differ between projects/scholars, but they are about the same things..
Development is usually an iterative process.
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DEVELOPMENT LIFE CYCLE
The methodology may differ between projects depending on goal, time, budget, etc
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DEFINITIONPlanning and analysis - Definition
Requirement Specs & Design
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DEFINITION PHASE
Planning and analysis is crucial in project development.
It will ensure the smooth flow of the development. It consists of the following steps:
Concept development Goal statement Users identification Implementation method Identification of Specification Storyboard
What are you making?
What is it for?
Who is for?
What do you want to say?
What will be used?
DEFINITION PHASE CONT…
Identify the concept – the general idea ofthe project What are we developing?
Identify project goal or purpose. What should the application accomplish?
Identify the audience. Who are the intended users? – demographics, attitude,
aptitude
Identify media required in this project. Media elements it requires. Forms of interactivity to provide. Delivery method and cost estimate.
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DEFINITION PHASE CONT…
The deliverables for this stage Preliminary Proposal
Short description of the proposed application. Includes project goal, audience, outcomes, description of
media, types and uses of interactivity, preliminary cost estimate.
Often includes a flowchart. A simple box diagram with brief descriptions of product
contents.
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DEFINITION PHASE CONT…
The deliverable for this stage Storyboard
An illustrated scene-by-scene plan for telling a story: represents actions, images and narration unfolding over time
Each significant frame is described in (some) detail, theactors are outlined, and their important actions are spelled out
Rough drawings of media elements such as photos, animations, or videos are sketched in.
Navigational aides are identified.
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DEFINITION PHASE CONT…
Storyboard cont..
Used to: Communicate with the client
during the definition stage Communicate project goals and
requirements to the developmentteam.
May be considered tobe a specification of the prototype(and, ultimately, the product itself)
Storyboard is also used in the design phase… overlap
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DEFINITION PHASE CONT…
The deliverables for this stage Functional specification
Detailed description of the elements and performance of the project.
Basis of a detailed business contract.Developer and client understanding of what has been
promised and the procedures to follow if changes are made in specifications.
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DESIGN PHASE
Purpose is to create an incomplete working model of the project - prototype. First media elements are created. Interface is designed. Elements are combined to create the prototype. Media Creation
Required media identified in a content inventory list. Media preproduction, production, postproduction are
carried out.
Two activities:- Interface Design- Prototyping
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DESIGN GOALS
Simplicity prettiest designs may not be the simplest, nor the easiest to use
Consistency reduces learning time and reduces chances for surprise,
even with functions you have never used before Increased familiarity translates into increased productivity
User involvement Most people like to get “involved” People enjoy exploring and discovering new paths – reward
curiosity by designing depth
Affordability Fun, efficiency, timing
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DESIGN PHASE – INTERFACE DESIGN
User interface defines how user experiences the content on the screen.
Goal of interface design is to engage the user. Must support the project goals, match the expectations
and abilities of audience. Should establish appropriate tone determined by style
of media elements and controls.
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DESIGN PHASE – INTERFACE DESIGN CONT…
Features of user interface Intuitive.
Immediately understood by the user. Common strategy is to use a metaphor.
Consistent. Common backgrounds and consistent location of user controls. E.g. use of the same background color throughout the application; use
the same word for menu and place at the same location
Predictable and reliable. Similar actions should produce similar results. Identical actions produce identical results.
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DESIGN PHASE – PROTOTYPE
A small-scale model of a product; An incomplete working model of the final product A limited implementation of a design
Emphasizes exploration and experimentation Prototyping helps simplify and improve production process Often used as proof-of-concept and/or testing purposes
Examples of prototype, among others: a series of screen sketches a storyboard, i.e. a cartoon-like series of scenes a Powerpoint slide show a video simulating the use of a system a cardboard mock-up a piece of software with limited functionality written in the target language
or in another language
Can use and refine the storyboard produced in design phase
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DESIGN PHASE – PROTOTYPE CONT…
Different kinds of prototyping Low-fidelity prototyping
Uses a medium which is unlike the final medium, e.g. paper, cardboard
Is quick, cheap and easily changed Examples:
sketches of screens, task sequences, ‘Post-it’ notes storyboards
High-fidelity prototyping Uses materials that you would expect to be in the final product. Prototype looks more like the final system than a low-fidelity
version.
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CONSTRUCTION PHASEBuilding the application
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CONSTRUCTION PHASE
Construction is the process of implementing – building the real application
It is about translating the design and requirements into the final form of the product to achieve the specified goals – users’ and application’s
The main focus is the integration of content - text, graphics, audio, animation, video representation
It requires the use of authoring or programming; and most of the authoring processes are discussed in topic 5
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TESTING PHASE
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TESTING PHASE
Walking in user's shoes – before the user does so Main questions
When to test What to test How to test When to stop testing
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
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TESTING PHASE
Testing typically takes half of your development time. Be sure to allow plenty of time for testing!
But the crucial question is: can testing give us complete confidence in the product?
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TESTING PHASE
Examples of testing: FUNCTIONAL TESTING
Validating an application or Web site conforms to its specifications and correctly performs all its required functions.
Entails a series of tests which perform a feature by feature validation of behavior, using a wide range of normal and erroneous input data.
Can involve testing of the product's user interface, APIs, database management, security, installation, networking, etc
can be performed on an automated or manual basis using black box or white box methodologies
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TESTING PHASE CONT…
Examples of testing… SYSTEM TESTING
Conducted on a complete, integrated system to evaluate the system's compliance with its specified requirements.
System testing falls within the scope of black box testing, and as such, should require no knowledge of the inner design of the code or logic.
UNIT TESTING Functional and reliability testing in an Engineering environment. Producing tests for the behavior of components of a product to
ensure their correct behavior prior to system integration.
Etc…
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TESTING PHASE
Different timing.. Alpha
Done internally - between team members Normally looks for bugs
Beta “pre-release testing” Sampling of intended users
User Study Involves real users to perform set of real tasks Evaluate the application – functionality, interface, ease-of use, etc Methods include:
interviews questionnaires (beliefs/attitudes) diaries (times and events) observation "think aloud" protocols Gaze or Eye-movement traces
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TESTING PHASE
Testing should have test plan with relevant information on schedule resources testing environment deliverables
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TESTING PHASE
In Interaction Design, multimedia, or HCI, “evaluation” could also be a form of testing
Two types of evaluation: Formative – internal, while in development phase
is done at different stages of development to check that the product meets users’ needs
is a method for judging the worth of a program while the program activities are forming (in progress).
This part of the evaluation focuses on the process.
Summative – external is a method of judging the worth of a program at the end of the
program activities (summation). The focus is on the outcome. assesses the quality of a finished product.
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SUMMARY
Additional Readings http://www.giac.org/cissp-papers/97.pdf http://
www.egyankosh.ac.in/bitstream/123456789/34036/1/Unit-3.pdf
http://it.toolbox.com/blogs/enterprise-solutions/prototyping-types-of-prototypes-14927