2. OVERVIEW
Introduction
Steps in developing integrative media projects
Definition phase
Construction phase
Testing phase
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3. 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
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avoid waste – time, effort, money.
4. 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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5. 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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6. DEVELOPMENT LIFE CYCLE
The methodology may differ between projects
depending on goal, time, budget, etc
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10. 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
What are you making?
Goal statement
What is it for?
Users identification
Who is for?
Implementation method
Identification of Specification What do you want to say?
Storyboard What will be used?
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11. DEFINITION PHASE CONT…
Identify the concept – the general idea of
the 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.
12. 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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13. 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, the
actors 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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14. DEFINITION PHASE CONT…
Storyboard cont..
Used to:
Communicate with the client
during the definition stage
Communicate project goals and
requirements to the development
team.
May be considered to
be a specification of the prototype
(and, ultimately, the product itself)
Storyboard is also used in the design phase… overlap 14
15. 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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16. 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
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- Prototyping
17. 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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18. 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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19. 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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20. 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
Can use and
Examples of prototype, among others: refine the
a series of screen sketches storyboard
a storyboard, i.e. a cartoon-like series of scenes
produced in
a Powerpoint slide show design phase
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
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21. 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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23. 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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25. 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 25
consistent, easy to use, and worth using
26. 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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27. 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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28. 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… 28
29. 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
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Gaze or Eye-movement traces
30. TESTING PHASE
Testing should have test plan with relevant information
on
schedule
resources
testing environment
deliverables
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31. 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. 31