multimedia application development lifecycle
TRANSCRIPT
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Multimedia Application
Development Lifecycle
ISMT multimedia 2002Dr Vojislav B Mii
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 2 Dr Vojislav B Mii
Lecture Overview
Multimedia application development
lifecycleWhat is the same as in other product devt
lifecycles
.. And what is different
Individual phases and their characteristics
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 4 Dr Vojislav B Mii
Phases
conceptualization and planning
design and prototypingproduction
testing
distribution and follow-up
and (of course) management
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 5 Dr Vojislav B Mii
Management
phase 0, because it
spans all other phases, including activities
such asplanning
estimation
control
resource management
documenting
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 6 Dr Vojislav B Mii
Business Plan
Defines objectives and means to achieve
these objectives
Analyze and define
finances
markets
products
distribution channelskey employees
Develop a business model
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 7 Dr Vojislav B Mii
Project Management
Planning, estimating, monitoring,
controlling, and coordinating resources
financespeople
material resources (equipment, tools, materials, ...)
content
in order to achieve the project objective
Most important variables: time, cost, quality
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 9 Dr Vojislav B Mii
Project plan
A common document which should help all
interested parties to
understand the defined goal
understand the way of attaining the goal
follow the schedule
cooperate with othersuse the resources (tools and content) properly
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 10 Dr Vojislav B Mii
Finances
$ Funding: the process of finding sources ofcapital to develop your product
$ Various types of funding:$ loans
$ grants
$ self-funding
$ venture capital
But: each has good and bad sides
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 11 Dr Vojislav B Mii
People
Many different specialties are required in
each phase of the project
Both technical and artistic specialties areneeded
They have different
backgrounds (professional and cultural)
skills and expertise
and, of course, personalities
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 12 Dr Vojislav B Mii
Material resources
Different types of resources
Computer hardware and software
Production equipment
Content (existing and new)
How to obtain them?
Borrow
LeasePurchase
Make your own
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 14 Dr Vojislav B Mii
Phase 1: Conceptualization
and Planning
Every multimedia project
begins with an idea or
conceptThe concept and the plan
define a project
Planning should make the
realization of the concept as
straightforward as possible
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 15 Dr Vojislav B Mii
The Kickoff Meeting
Projects often start with a
meeting to discuss theproject direction and plan
Usually only a group of key players
Serves to create and unite the team
Defines and/or clarifies goals, roles,
expectations, and strategies
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 16 Dr Vojislav B Mii
Project Scope
What are you making? What is it for?
What do you want to say?
What will be used?
the concept the purpose
the message
the approach
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 17 Dr Vojislav B Mii
Types of projects
Electronic Books andMagazines
Kiosks andInformation Centers
Multimedia Databases
Corporate Training
Interactive EducationInteractive Games
Interactive Music
Interactive Movies
Interactive Art andPerformance
Interactive Sales andMarketing
Presentations andCommunications
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 18 Dr Vojislav B Mii
Target Audience
what is their background (with respect to
age, education, gender, )
what are their preferences (even thoseprescribed by current fashion)
are there some cultural and other
constraints to be observed
what equipment will they use to access your
product (environment)
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 19 Dr Vojislav B Mii
The Message
What is the message that you want to
convey to your audience
All components of your project must berelated to its message
Consistency
Focusing
Creativity
Closely related to the approach
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 20 Dr Vojislav B Mii
Market Research First
Identification:
Is there a target audience at all?
Is there significant competition?What could be our edge
in the marketplace?
Classification
business vs. consumer
early adopters vs. lazy ones
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 21 Dr Vojislav B Mii
Technical Research Later
Is it technically feasible to create a product
that is better, cheaper, more useful than
anything else available
Think about:
Delivery media
Installed base
Storage capacitySpeed
Economy
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 22 Dr Vojislav B Mii
Phase 2: Design
Bridging the gap between
the audience and you
Design should embody
concept, purpose, and messages
Technology helps and often is indispensable but technology alone without the proper
design creativity cannot do the trick
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 23 Dr Vojislav B Mii
Design goals
Simplicity
Consistency
User involvement
Affordability
Fun, efficiency, timing
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 24 Dr Vojislav B Mii
Simplicity
Multimedia by definition includes user
interaction and exploration
Note: prettiest designs may not be thesimplest, nor the easiest to use
Good interaction design should instill a
desire to go on and find out moreHowever, efficiency is always an issue
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 25 Dr Vojislav B Mii
Consistency
Primarily related to user interface (we will
have more to say about this)
A good product should behave in a
consistent manner
Consistency reduces learning time and
reduces chances for surprise, even with
functions you have never used beforeIncreased familiarity translates into
increased productivity
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 26 Dr Vojislav B Mii
User involvement
Most people like to get involved
Adding a human dimension to the
communication with a mindless machinePeople enjoy exploring and discovering new
paths reward curiosity by designing depth
Allow users to explore more than one level
of information but only if they explicitly
choose to do so
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 28 Dr Vojislav B Mii
Other qualities
some applications can be fun to use (but
each user can have his or her own definition
of what exactly is fun)user comprehension has its own pace try
to be neither too fast, nor too slow
performance is always an issue: but this ispredominantly a technical problem
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 29 Dr Vojislav B Mii
Shaping the Design
Often begins with a
brainstorming session
a dynamic process of gatheringideas and exploring possibilitieswithout judgement or constraint
A good brainstorming session results in a
collection of ideas and solutions thatbecome the foundation for both the design
and the prototype developed from it
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 30 Dr Vojislav B Mii
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, the actors are outlined, and
their important actions are spelled out
Storyboard may be considered to be aspecification of the prototype (and,
ultimately, the product itself)
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 31 Dr Vojislav B Mii
Information Design
How to organize and present information in
a clear, accurate, meaningful and useful
formIncludes the information in all media and
their visual interaction (to an extent)
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 32 Dr Vojislav B Mii
Phase 3: Prototyping
A limited implementation of a
design
Emphasizes exploration and
experimentationPrototyping helps simplify and
improve production process
Often used as proof-of-concept
and/or testing purposesMultimedia applications must be
prototyped
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 33 Dr Vojislav B Mii
Product Specifications
A complete list of features
that covers structure and
behavior of the product
should emerge from theprototyping phase
In multimedia, this means
type and amount of content,interface characteristics, and
interaction
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 34 Dr Vojislav B Mii
Phase 4: Production
Organizing people and resources
Providing and producing content text,
graphics, videos, sound, animation, VRIntegrating all of the above into a
meaningful, coherent product
Details of production related to different
media types will be covered in a separate
lecture
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 37 Dr Vojislav B Mii
Organizing Production
Resources
Organizing resources: define what is
required and a schedule of its usage
Equipment selection: based on the projectscript and on the actual shooting location
Major equipment has its own schedule, with
each major piece assigned to a personCompatibility issues must be resolved
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 38 Dr Vojislav B Mii
Source Materials
Source: any items containing media data
that can be used in our product
Production can involvecreating new source materials,
converting (re-purposing) existing materials,
or (most often) both
Source materials must be indexed and keptin order (do not delete anything, never)
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 39 Dr Vojislav B Mii
Selecting the Right Tools
Most important criteria:
Whether the production artists are familiar with the
tool(s) selectedWhether the format used by the tool is compatible
with other tools
Availability and cost may be important for
small projects: in large projects, the cost isnever a big part of the overall budget
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 40 Dr Vojislav B Mii
Production Integration
Integrating content elements: usually the
responsibility of programmer(s)
Project manager must overview integration
Project manager should make sure that no
content is forgotten or missing
Problems of all types tend to multiply as thedelivery time is approaching
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 41 Dr Vojislav B Mii
Style guide
Necessary in order to create a product with a
sense of integrity and unity
Use of punctuation, grammatical conventions, use of
jargonsSamples, illustrations and templates for graphical
layout
Graphics production: standards used, layout templates
Video productionSound production
Conducting and attending production meetings
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 42 Dr Vojislav B Mii
Documentation
Different types of documentation may be
needed, depending on the project
Both size and scope depend on the project
and its intended audienceMass audience requires the documentation to be as
simple as possible, together with additional materials(getting started, tutorials, )
Narrow, well-educated audience require in-depthcoverage, description of more sophisticated functions
Internet helps
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 43 Dr Vojislav B Mii
Phase 5: Testing
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
But the crucial question is: can testing give
us complete confidence in the product?
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 44 Dr Vojislav B Mii
More on testing
Different types of testing: functional, content
testing, collateral materials testing, user
testing
Different timing: alpha, beta, user testing
Test plan with relevant information on
schedule
resourcestesting environment
deliverables
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 45 Dr Vojislav B Mii
Phase 6: Distribution
Activities related to:
Preparation and duplication of physical media
Choosing distribution options and channels
Marketing
Sales
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 46 Dr Vojislav B Mii
Options and Channels
Publishers
Affiliated label program
Self-publishing
Mail order catalogs
Distributors
RetailersEducation and
government markets
Content-specific stores
Direct mailBundling
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 47 Dr Vojislav B Mii
Marketing
Public relations press releases, press kits,
trade shows
PromotionsAdvertising
Meetings, presentations and negotiations
Sales callsProduct demonstrations
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 48 Dr Vojislav B Mii
Phase 7: Follow-up
Development wrap-up
Maintenance
Training
Documentation
Customer relations
Pursuing additional opportunities
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 49 Dr Vojislav B Mii
Development Wrap-up
To determine the actual schedule and costs
and compare them against the original
estimates
To find out ways in which the process (and
subsequent products) could be improved
In other words: how we did it, and what have
we learned by doing it (that coul dhelp usfare better next time)
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 50 Dr Vojislav B Mii
Customer Support
Providing assistance to customers and
clients in response to specific problems and
inquiries
Internet helps here as well Main activities:
maintenance
training
Multimedia titles generally need little
support
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 51 Dr Vojislav B Mii
Maintenance Classification
Maintenance: managing the operation and
use of a product once it has gone into
distribution
Different classifications possible
according to strategy (preventive vs. defensive)
according to type of changes introduced (corrective,perfective, or adaptive)
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 52 Dr Vojislav B Mii
Training
Teaching and educating an audience about
the purpose and use of a product
Training equips users to be self-sufficientwith a productreduces users need for
support
Consequently, training should reduce thecost of supporting the product
U F db k
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ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 53 Dr Vojislav B Mii
User Feedback
(What do they think of us?)
mail-back registration cards
online customer comment forms
direct customer contact (e.g., by phone or
email)
press reviews, and
sales statistics
P i dditi l
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Pursuing additional
opportunities
Some products are suitable for organizing
user groups some are not:
Oracle user group makes sense
Encarta user group does not (why?)
New versions or upgrades
Reuse of the content material in a different
publishing mediumCreation of companion products