CSci 120 - Lecture 11
© Morris Firebaugh
A. Introduce Chapter 6 - Developing Multimedia Titles
B. Phase 1 -- Planning
C. Example -- The Making of MYST
II. Steps in Developing Interactive Multimedia
Sermon: "Don't Just Dive In"
- Our policy in the MacLab - "Just Dive In"
- This is very effective in learning to run computers and the tools they play
- The desktop and WIMP paradigm
- The Operating System and Program metaphors
- There is a tremendous temptation to "Just Dive In" on your MM Project
- After all, MM is created and presented on computers
- So why not just sit down and type?
The Concept of Software Engineering
- Developing Interactive Multimedia is an extension of Software Engineering
- Software Engineers have developed a discipline
- Involves the concept of the "Software Life Cycle"
- The steps in the Software Life Cycle are virtually identical to those listed by the author
- The three phases of software development are:
Phase 1 -- Planning
Phase 2 -- Creating
Phase 3 -- Testing
- The rule-of-thumb is 80% of time and effort in Planning and 20% in Production
- Don't just "wing it". Developing multimedia can be extremely complex, costly, and time-consuming.
III. Phase 1 -- Planning
Six Steps of the Planning Phase
- Developing the Concept
- Stating the Purpose
- Identifying the Target Audience
- Determing the Treatment
- Developing the Specifications
- Storyboard and Navigation
1. Developing the Concept
- What, in general, do we want to do?
- This is, basically, the search for the market nitch - "find a need and fill it"
- Questions to help identify potential markets include:
How can we improve it (make it faster, higher-quality graphics)?
How can we change the content to extend the market?
How can we incorporate new technologies such as VR and speech recognition?
How can we grow it from a title to a series?
How can we repackage our content such as books, movies, games, and reference materials?
2. Stating the Purpose
- What, specifically, do we want to accomplish?
- This is the most critical step in MM planning.
- Need to define Goals and Objectives
Goals = Broad statements of what a project will accomplish
Build a series of MM kiosks near campus portals to assist visitors and new students to find classroom destinations and University resounces.
Objectives = Precise statements of what a project will accomplish
Install six CD-ROM-based, touch-panel-interfaced work stations, one in each major campus building, with menu-based query system enabling the user to locate their present position and the optimum route to their desired destination. The system would include the current course offerings with room assignments, allowing quering by course number, and would print a color-coded direction map.
3.Identifying the Target Audience
- Who will use the title?
- Audiences are described by their demographics
- The more we know about them, the better we can provide the proeucts they need (want?)
4. Determing the Treatment
- What is the "look and feel"?
- These are determined by
- Tone = humerous, serious, light, formal?
- Approach = exploration, reward, level of difficulty
- Metaphor = space travel, mountain-climbing, sailing
- Emphasis = how much weight based on sound, animation, graphics, and video?
IV. Let's See how they approached these issues in making MYST
V. Laboratory Assignment
To see Assignment #6, click here.