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INTEGRATIVE MEDIA PROJECT
DEVELOPMENT
OVERVIEW

   Introduction

   Steps in developing integrative media projects

   Definition phase

   Construction phase

   Testing phase



                                                     2
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
                                                     3
     avoid waste – time, effort, money.
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
                                                            4
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.




                                                               5
DEVELOPMENT LIFE CYCLE




   The methodology may differ between projects
    depending on goal, time, budget, etc
                                                  6
7
8
DEFINITION
9   Planning and analysis - Definition
    Requirement Specs & Design
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?

                                                                     10
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.
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.



                                                                      12
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.

                                                                   13
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
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.




                                                                   15
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
                                                              16
                     - Prototyping
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
                                                                       17
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.




                                                                   18
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.
                                                                                    19
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
                                                                                  20
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.
                                                                          21
CONSTRUCTION PHASE
22   Building the application
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
                                                           23
TESTING PHASE
24
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
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?




                                                           26
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



                                                                                 27
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
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
                                                                                    29
              Gaze or Eye-movement traces
TESTING PHASE

   Testing should have test plan with relevant information
    on
     schedule
     resources
     testing environment
     deliverables




                                                              30
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
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



                                                                        32

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Scct2013 topic6-integrative mediaprojectdevelopment

  • 2. OVERVIEW  Introduction  Steps in developing integrative media projects  Definition phase  Construction phase  Testing phase 2
  • 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 3  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 4
  • 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. 5
  • 6. DEVELOPMENT LIFE CYCLE  The methodology may differ between projects depending on goal, time, budget, etc 6
  • 7. 7
  • 8. 8
  • 9. DEFINITION 9 Planning and analysis - Definition Requirement Specs & Design
  • 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? 10
  • 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. 12
  • 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. 13
  • 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. 15
  • 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 16 - 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 17
  • 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. 18
  • 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. 19
  • 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 20
  • 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. 21
  • 22. CONSTRUCTION PHASE 22 Building the application
  • 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 23
  • 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? 26
  • 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 27
  • 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 29  Gaze or Eye-movement traces
  • 30. TESTING PHASE  Testing should have test plan with relevant information on  schedule  resources  testing environment  deliverables 30
  • 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
  • 32. 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 32