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App Development at the EMC: From Concept to Launch, Production for Innovation
1. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
1
4. Experience:
⢠Apple Distinguished Educator
⢠IBM Faculty Awardee
⢠Founder>Champlain Collegeâs Emergent Media Center
⢠Founder>MS in Emergent Media Shanghai
⢠Founder>MFA in Emergent Media
⢠Founder>Game Development degrees
2
5. Experience:
⢠Apple Distinguished Educator
⢠IBM Faculty Awardee
⢠Founder>Champlain Collegeâs Emergent Media Center
⢠Founder>MS in Emergent Media Shanghai
⢠Founder>MFA in Emergent Media
⢠Founder>Game Development degrees
⢠IEEE Computer Society Governor
⢠Trustee: VT Arts Council
⢠Trustee: Images & Voices of Hope
2
6. An academic Center of Excellence at
Champlain College that, in partnership
with industry, public institutions and
nonprofits, creates a studio environment in
which students collaborate with each
other, faculty, and clients to develop new
concepts, processes, uses and applications
for games and other emergent media.
3
7. ⢠We blend business and learning.
⢠We enable Champlain students to become
leaders in technology and media.
⢠We constantly evolve with technology, media,
culture, and our students.
⢠We define future immersive mediums and
technologies.
⢠We aspire to be a positive force in the world.
4
12. ONE: Collaboration is Key
Partial Client List: Americaâs Army game levels; Brahma Kumaris; City of
Burlington-Google Earth 3D architecture; Digital Now; Echo Lake Aquarium &
Science Center; Elliott Masie Learning 2007-2009 business games & mobile apps;
Flynn Theater; Ford Foundation WealthBuilders Game; Governorâs Institute of
Vermont in Information Technology; Images and Voices of Hope; JDK/Mamava;
Kingbridge Centre: GameChange Summit; IBM Virtual Worlds app & interactive;
Massachusetts General Hospital Center for Innovation and Integrative Medicine
emergency response training game; Meeting Professional International games;
Microsoft; Planned Parenthood of New England ipad intake app; North American
High Tech Center, Robert Wood Johnson Foundation-Cystic Fibrosis games,
United Nations: BREAKAWAY game, National Endowment for the Humanitiesâ
State of Vermont Virtual Archeology Museum social networking interactive.
6
13. Seven Dayâs news video on the EMC: http://www.youtube.com/watch?v=9SqgHe3cpHw&feature=player_embedded
7
14. Seven Dayâs news video on the EMC: http://www.youtube.com/watch?v=9SqgHe3cpHw&feature=player_embedded
7
15. eâ˘merâ˘gent â adj.
arising or developing into new shapes & patterns from previous,
more basic parts; standing taller than all others
meâ˘diâ˘a â noun
various forms of mass communication, plural of medium
What is Emergent Media?
8
16. eâ˘merâ˘gent â adj.
arising or developing into new shapes & patterns from previous,
more basic parts; standing taller than all others
meâ˘diâ˘a â noun
various forms of mass communication, plural of medium
Computational media
New media
Digital media
What is Emergent Media?
8
17. eâ˘merâ˘gent â adj.
arising or developing into new shapes & patterns from previous,
more basic parts; standing taller than all others
meâ˘diâ˘a â noun
various forms of mass communication, plural of medium
Computational media
New media
Digital media
What is Emergent Media?
TWO: Technological Innovation is Constant
8
19. The Emergent Media Horizon
1. Visualization will help solve challenges of big data,
2. Mobile computing will meet the cloud,
3. The need will grow for next-gen mobile computing,
4. The Internet of Things will change how consumers and
enterprises use technology,
5. Public interactive displays will become more common,
6. New multimedia applications will emerge for 3D printing,
7. Haptics will become more useful for rehabilitation.
http://www.computer.org/portal/web/pressroom/IEEE-Computer-Society-Announces-13-Technology-Trends-for-2013
10
34. Robert Wood Johnson Foundation Innovation Grant:
University of Vermont
Cystic Fibrosis Breath Biofeedback Games 25
35. âIt has shown me that it is not about how good your soccer skills are.
It is about attitude, teamwork and determination. What you do
when you are not on the pitch is important as well.â
âFoluso, age 13, England
United Nations: BREAKAWAY game
26
56. Brainstorming:
⢠Use brainstorming as a tool, not an answer
⢠Include diversity
⢠Embrace intuitive rather than logical thinking
FIVE: There are no wrong answers
34
57. Brainstorming:
⢠Use brainstorming as a tool, not an answer
⢠Include diversity
⢠Embrace intuitive rather than logical thinking
⢠Look at other non-technological forms: 1+1+1
FIVE: There are no wrong answers
34
58. Brainstorming:
⢠Use brainstorming as a tool, not an answer
⢠Include diversity
⢠Embrace intuitive rather than logical thinking
⢠Look at other non-technological forms: 1+1+1
⢠Explore platforms
FIVE: There are no wrong answers
34
59. Brainstorming:
⢠Use brainstorming as a tool, not an answer
⢠Include diversity
⢠Embrace intuitive rather than logical thinking
⢠Look at other non-technological forms: 1+1+1
⢠Explore platforms
⢠Serve pizza
FIVE: There are no wrong answers
34
62. Prototyping:
⢠Include users and clients early on
⢠Deploy in a low tech form to demonstrate and test assumptions:
35
63. Prototyping:
⢠Include users and clients early on
⢠Deploy in a low tech form to demonstrate and test assumptions:
⢠Paper prototype
35
64. Prototyping:
⢠Include users and clients early on
⢠Deploy in a low tech form to demonstrate and test assumptions:
⢠Paper prototype
⢠PPT, Prezi mobile drawing apps, or other quick interactive app
35
65. Prototyping:
⢠Include users and clients early on
⢠Deploy in a low tech form to demonstrate and test assumptions:
⢠Paper prototype
⢠PPT, Prezi mobile drawing apps, or other quick interactive app
⢠Explore different art styles and user interfaces
35
66. Prototyping:
⢠Include users and clients early on
⢠Deploy in a low tech form to demonstrate and test assumptions:
⢠Paper prototype
⢠PPT, Prezi mobile drawing apps, or other quick interactive app
⢠Explore different art styles and user interfaces
⢠Wireframes and âprogrammer artâ
35
67. Prototyping:
⢠Include users and clients early on
⢠Deploy in a low tech form to demonstrate and test assumptions:
⢠Paper prototype
⢠PPT, Prezi mobile drawing apps, or other quick interactive app
⢠Explore different art styles and user interfaces
⢠Wireframes and âprogrammer artâ
⢠Explore combining technologies
35
68. ALGAE OFFICER TESTING
ECHO LAKE & AQUARIUM CENTER & CHAMPLAIN COLLEGE EMERGENT MEDIA CENTER GAME PROJECT
-
-
Feedback
Immediate visual feedback for the userâs ac-
tions is still missing from the game play.
-
standing the results of their actions. Gaining
awareness happens numerically within game
play but is not shown visually. Visual feedback
for the user should be added.
Visuals
Prototyping:
⢠Include users and clients early on
⢠Deploy in a low tech form to demonstrate and test assumptions:
⢠Paper prototype
⢠PPT, Prezi mobile drawing apps, or other quick interactive app
⢠Explore different art styles and user interfaces
⢠Wireframes and âprogrammer artâ
⢠Explore combining technologies
⢠Test often
35
69. ALGAE OFFICER TESTING
ECHO LAKE & AQUARIUM CENTER & CHAMPLAIN COLLEGE EMERGENT MEDIA CENTER GAME PROJECT
-
-
Feedback
Immediate visual feedback for the userâs ac-
tions is still missing from the game play.
-
standing the results of their actions. Gaining
awareness happens numerically within game
play but is not shown visually. Visual feedback
for the user should be added.
Visuals
Prototyping:
⢠Include users and clients early on
⢠Deploy in a low tech form to demonstrate and test assumptions:
⢠Paper prototype
⢠PPT, Prezi mobile drawing apps, or other quick interactive app
⢠Explore different art styles and user interfaces
⢠Wireframes and âprogrammer artâ
⢠Explore combining technologies
⢠Test often
SIX: Be prepared to abandon ideas
35
70. Bringing it all together:
EMCâs Rural Wealth Creation Game video: https://www.youtube.com/watch?v=SYgmyW-9fGg
36
71. Bringing it all together:
EMCâs Rural Wealth Creation Game video: https://www.youtube.com/watch?v=SYgmyW-9fGg
36
76. Production:
⢠Pre-production: Concept, funding, platforms
⢠Production: Building of assets and code
⢠Post-production: Localization, launch, marketing, sequel planning
38
77. Production:
⢠Pre-production: Concept, funding, platforms
⢠Production: Building of assets and code
⢠Post-production: Localization, launch, marketing, sequel planning
SEVEN: Plan for and incorporate user feedback
38
83. ⢠Development team assembled
⢠Guided by design document that is 90%
complete
Traditional Software Development: Waterfall
40
84. ⢠Development team assembled
⢠Guided by design document that is 90%
complete
⢠Broken into milestones to measure
progress/deliverables.
Traditional Software Development: Waterfall
40
85. ⢠Development team assembled
⢠Guided by design document that is 90%
complete
⢠Broken into milestones to measure
progress/deliverables.
⢠Typically fixed from start
Traditional Software Development: Waterfall
40
86. ⢠Development team assembled
⢠Guided by design document that is 90%
complete
⢠Broken into milestones to measure
progress/deliverables.
⢠Typically fixed from start
⢠Avoid adding features (scope creep)
during milestone cycles
Traditional Software Development: Waterfall
40
87. ⢠Development team assembled
⢠Guided by design document that is 90%
complete
⢠Broken into milestones to measure
progress/deliverables.
⢠Typically fixed from start
⢠Avoid adding features (scope creep)
during milestone cycles
⢠Game is tested for gameplay & quality
issues at distinct points in cycle
Traditional Software Development: Waterfall
40
88. ⢠Development team assembled
⢠Guided by design document that is 90%
complete
⢠Broken into milestones to measure
progress/deliverables.
⢠Typically fixed from start
⢠Avoid adding features (scope creep)
during milestone cycles
⢠Game is tested for gameplay & quality
issues at distinct points in cycle
⢠Estimated time between milestones: about
2 months
Traditional Software Development: Waterfall
40
92. Traditional Software Development: Waterfall
Concept Master
Roles
⢠The Idea
⢠The Pitch/Concept
⢠Proof of Concept or Pre-production
41
93. Traditional Software Development: Waterfall
Concept Master
Roles
⢠The Idea
⢠The Pitch/Concept
⢠Proof of Concept or Pre-production
⢠Production
41
94. Traditional Software Development: Waterfall
Concept Master
Roles
⢠The Idea
⢠The Pitch/Concept
⢠Proof of Concept or Pre-production
⢠Production
⢠Milestones
41
95. Traditional Software Development: Waterfall
Concept Master
Roles
⢠The Idea
⢠The Pitch/Concept
⢠Proof of Concept or Pre-production
⢠Production
⢠Milestones
⢠Alpha
41
96. Traditional Software Development: Waterfall
Concept Master
Roles
⢠The Idea
⢠The Pitch/Concept
⢠Proof of Concept or Pre-production
⢠Production
⢠Milestones
⢠Alpha
⢠Beta
41
97. Traditional Software Development: Waterfall
Concept Master
Roles
⢠The Idea
⢠The Pitch/Concept
⢠Proof of Concept or Pre-production
⢠Production
⢠Milestones
⢠Alpha
⢠Beta
⢠Gold Master
41
101. ⢠Small development team
⢠Cross-functional
⢠5-10 in team
Agile Production Overview:
42
102. ⢠Small development team
⢠Cross-functional
⢠5-10 in team
⢠Constant communication
Agile Production Overview:
42
103. ⢠Small development team
⢠Cross-functional
⢠5-10 in team
⢠Constant communication
⢠Multi-level planning
Agile Production Overview:
42
104. ⢠Small development team
⢠Cross-functional
⢠5-10 in team
⢠Constant communication
⢠Multi-level planning
⢠Prioritize and estimate features
Agile Production Overview:
42
105. ⢠Small development team
⢠Cross-functional
⢠5-10 in team
⢠Constant communication
⢠Multi-level planning
⢠Prioritize and estimate features
⢠Features defined by users, client,
developers together
Agile Production Overview:
42
106. ⢠Small development team
⢠Cross-functional
⢠5-10 in team
⢠Constant communication
⢠Multi-level planning
⢠Prioritize and estimate features
⢠Features defined by users, client,
developers together
⢠Rapid deliveryâshort sprints of
development
Agile Production Overview:
42
107. ⢠Small development team
⢠Cross-functional
⢠5-10 in team
⢠Constant communication
⢠Multi-level planning
⢠Prioritize and estimate features
⢠Features defined by users, client,
developers together
⢠Rapid deliveryâshort sprints of
development
⢠Rapidly test and integrate user
feedback
Agile Production Overview:
42
108. ⢠Small development team
⢠Cross-functional
⢠5-10 in team
⢠Constant communication
⢠Multi-level planning
⢠Prioritize and estimate features
⢠Features defined by users, client,
developers together
⢠Rapid deliveryâshort sprints of
development
⢠Rapidly test and integrate user
feedback
⢠Continuously test process
Agile Production Overview:
42
110. Variety of methods, similar same
philosophy but with differing practices,
terms, and tactics:
Agile Production Methodologies:
Planning & Delivery Cycle
43
111. Variety of methods, similar same
philosophy but with differing practices,
terms, and tactics:
⢠Scrum
Agile Production Methodologies:
Planning & Delivery Cycle
43
112. Variety of methods, similar same
philosophy but with differing practices,
terms, and tactics:
⢠Scrum
⢠Lean and Kanban
Agile Production Methodologies:
Planning & Delivery Cycle
43
113. Variety of methods, similar same
philosophy but with differing practices,
terms, and tactics:
⢠Scrum
⢠Lean and Kanban
⢠Extreme Programming
Agile Production Methodologies:
Planning & Delivery Cycle
43
114. Variety of methods, similar same
philosophy but with differing practices,
terms, and tactics:
⢠Scrum
⢠Lean and Kanban
⢠Extreme Programming
⢠Crystal
Agile Production Methodologies:
Planning & Delivery Cycle
43
115. Variety of methods, similar same
philosophy but with differing practices,
terms, and tactics:
⢠Scrum
⢠Lean and Kanban
⢠Extreme Programming
⢠Crystal
⢠Dynamic Systems
Agile Production Methodologies:
Planning & Delivery Cycle
43
116. Variety of methods, similar same
philosophy but with differing practices,
terms, and tactics:
⢠Scrum
⢠Lean and Kanban
⢠Extreme Programming
⢠Crystal
⢠Dynamic Systems
⢠Feature Driven Development
Agile Production Methodologies:
Planning & Delivery Cycle
43
117. Agile Continuous Flow of Running Features:
http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/
44
118. Agile Continuous Flow of Running Features:
http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/
44
119. Agile Continuous Flow of Running Features:
http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/
44
120. Agile Continuous Flow of Running Features:
http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/
44
121. Agile Continuous Flow of Running Features:
http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/
44
122. Agile Continuous Flow of Running Features:
http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/
44
123. Agile Continuous Flow of Running Features:
http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/
44
124. Agile Continuous Flow of Running Features:
http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/
44
125. Agile Continuous Flow of Running Features:
http://www.versionone.com/Agile101/Agile%2DDevelopment%2DSuccess/
EIGHT: Choose best method that works for your project
goals, intended user, and team
44
127. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
46
128. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
1. Collaboration is key to creativity
46
129. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
1. Collaboration is key to creativity
2. Technological innovation is constant
46
130. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
1. Collaboration is key to creativity
2. Technological innovation is constant
3. Technology changes us
46
131. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
1. Collaboration is key to creativity
2. Technological innovation is constant
3. Technology changes us
4. There are no wrong answers
46
132. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
1. Collaboration is key to creativity
2. Technological innovation is constant
3. Technology changes us
4. There are no wrong answers
5. Require constant feedback loops
46
133. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
1. Collaboration is key to creativity
2. Technological innovation is constant
3. Technology changes us
4. There are no wrong answers
5. Require constant feedback loops
6. Prepare to abandon early concepts and designs
46
134. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
1. Collaboration is key to creativity
2. Technological innovation is constant
3. Technology changes us
4. There are no wrong answers
5. Require constant feedback loops
6. Prepare to abandon early concepts and designs
7. Plan for and incorporate feedback
46
135. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
1. Collaboration is key to creativity
2. Technological innovation is constant
3. Technology changes us
4. There are no wrong answers
5. Require constant feedback loops
6. Prepare to abandon early concepts and designs
7. Plan for and incorporate feedback
8. Choose best method for goals, user, and team
46
136. App Development
Ann DeMarle
Associate Dean Emergent Media Champlain College I Director Emergent Media Center
demarle@champlain.edu
From Concept to Product
47