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6/19/2020

CS-473: MULTIMEDIA APPLICATIONS


AND DESIGN

UMER RASHID

Department of Computer Science


Quaid-i-Azam University, Paksitan

Multimedia application development


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lifecycle
 Adapted from
 Instituto Superior Miguel Torga; Multimedia; by Dr Vojislav B
Mišić
 Jonasson, Ingi. "Future Trends in Developing Multimedia
Information Systems—Competencies and
Methodologies." PROMOTE IT 2002 (2002): 22-24.
 From Post-its to Processes: Using Prototypes to Find Solutions
[http://mw2014.museumsandtheweb.com/paper/from-post-
its-to-processes-using-prototypes-to-find-solutions/]
 Design Flow Chart
[http://williamson-labs.com/design.htm]

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Multimedia application development


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Lifecycle
 Multimedia software have a life cycle
 Media production Phase
 Involves
producing graphics, audio, and video material
 Media production timeline

 Software production Phase


 Involves
putting various components and media together
 Software development timeline

Multimedia application development


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lifecycle
 Most similarities can be found with the software
development lifecycle
 computers involved
 the product itself is a software
 requirements
 often vague and unstable
 Distinctions
 creative/artistic
aspect often more important
 prototyping is mandatory

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Multimedia application development


lifecycle-Phases
1. conceptualization and planning
2. design and prototyping
3. production
4. testing
5. distribution and follow-up
6. and (of course) management

Phase 1: Conceptualization and


Planning
 Multimedia Projects
 concept and the plan
 Concept
 Innovative
 Planning
 make the realization innovation as straightforward as possible

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The Kickoff Meeting

 Projects often start with a meeting to discuss the


 project 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

Project Scope
 What are you making? … … the concept
 What is it for? … … the purpose
 What do you want to say? … … the message
 What will be used? … … the approach

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Types of projects
1. Electronic Books and Magazines
2. Kiosks and Information Centers
3. Multimedia Databases
4. Corporate Training
5. Interactive Education
6. Interactive Games
7. Interactive Music
8. Interactive Movies
9. Interactive Art and Performance
10. Interactive Sales and Marketing
11. Presentations and Communications
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Focus Targeted Audience


 What is their background ?
 with respect to age, education, gender, …
 What are their preferences ?
 even those prescribed by current
fashion/context
 Are there some cultural and other
constraints to be observed ?
 What equipment will they used in the
interaction
 What is context ?

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Focus the Product Message


 What is the message that you want to convey to
your audience
 All components of your project must be related to its
message
 Consistency

 Focusing

 Creativity

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Focus the Market 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
 user early adopters vs. lazy ones

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Focus the Technical Details 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 capacity

 Speed

 Economy

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Phase 2: Design and Prototyping


 Bridging the gap between the audience and you
 Design should embody/express concept, purpose,
and messages
 Technology helps and often is crucial/obligatory
 Harmony between technology and innovation

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Design goals

 Key Characteristics
 Simplicity

 Consistency

 User involvement
 Affordability

 Fun, efficiency, timing

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Simplicity
 Multimedia by definition includes user interaction and
exploration
 pretty designs may not be the simple, nor easy to use
 Good interaction design should instill a desire to go
on and find out more
 However, efficiency is always an issue

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Consistency
 Primarily related to user interface
 A good product should behave in a consistent
manner
 Reduces learning time and reduces chances for
surprise, even with functions you have never used
before
 Increased familiarity translates into increased
productivity

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User involvement
 Most people like to get “involved”
 Adding a human dimension to the communication with a
mindless machine  HCI
 People enjoy exploring and discovering new paths via
simple design
 Allow users to explore more than one level of
information – but only if they explicitly choose to do so

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Affordability
 Analyze what the users affords
 Different audience segments have different amounts they
are willing to spend on a given product
 Design goal
 accommodate as much as possible within a given price range

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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 is predominantly a technical problem

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Shaping the Design


 Often begins with a brainstorming session
a dynamic process of gathering ideas and exploring
possibilities without judgement or constraint
 A good brainstorming session
 resultsin a collection of ideas and solutions that become
the foundation for both the design and the prototype

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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
 theactors are outlined, and their important actions are
spelled out
 Storyboard may be considered to be a prototype
specification
 ultimately, the product itself

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Information Design
 How to organize and present information in a clear,
accurate, meaningful and useful form
 Includes the information in all media and their visual
interaction (to an extent)

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Prototyping
 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
 Multimedia applications must be
prototyped

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Product Specifications
 A complete list of features that covers
structure and behavior of the product
should emerge from the prototyping
phase
 In multimedia, this means
 type and amount of content
 interface characteristics
 User interactions

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Phase 3: Production
 Organizing people and resources
 Providing and producing content s
 text, graphics, videos, sound, animation
 Integrating all of the above into a meaningful,
coherent product

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Organizing the Production Schedule


 Specification of all the tasks and their
interdependencies in sufficient detail
 Estimates should be made for each task (i.e., time and
effort / manpower)
 Appropriate resources should be allocated
 A number of milestones has to be established
 Main project goals must be established
 Deliverables: the product itself, documentation and
additional materials

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Organizing People
 Responsibilities and roles
 clearly defined
 Some people may take on different roles
 well-defined tasks are a must
 Professional services
 used whenever possible at predetermined cost
 Remember
 quality obtained is always proportional to investment made

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Organizing Production Resources


 Organizing resources
 define what is required and a schedule of its usage
 Equipment selection
 based on the project script and on the actual shooting
location
 Major equipment
 hasits own schedule, with each major piece assigned to
a person
 Compatibility
 issues must be resolved

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Source Materials
 Source
 any items containing media data that can be used in
our product
 Production can involve
 creating new source materials,
 converting (re-purposing) existing materials,
 or (most often) both

 Source materials
 mustbe indexed and kept in order
 do not delete anything

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Selecting the Right Tools


 Most important criteria:
 Whether the production artists are familiar with the
tool(s) selected
 Whether the format used by the tool is compatible with
other tools
 Projects
 availability and cost may be important for small
projects
 cost is never a big part of the overall budget in large
projects

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Production Integration
 Programmer(s)
 Integrating of content elements
 Project manager
 overview integration
 make sure that no content is forgotten or missing

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Style guide
 Necessary in order to create a product with a sense
of integrity and unity
1. Use of punctuation and grammatical conventions
2. Samples, illustrations and templates for graphical
layout
3. Standards and layout templates
4. Video production
5. Sound production
6. Conducting and attending production meetings

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Documentation
 Different types of documentation may be needed,
depending on the project
 Both size and scope depend on the project and its
intended audience
 Mass audience requires the documentation to be as simple
as possible, together with additional materials (getting
started, tutorials, … )
 Narrow, well-educated audience require in-depth coverage,
description of more sophisticated functions

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Phase 4: Testing
 Walking in user's shoes – before the user do 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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More on testing
 Different types of testing: functional, content testing,
collateral materials testing, user testing
 Different timing: alpha, beta, final testing
 Test plan with relevant information on
 schedule

 resources

 testingenvironment
 deliverables

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Phase 5: Distribution
 Activities related to
 Preparation and duplication of physical media
 Choosing distribution options and channels

 Marketing

 Sales

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Options and Channels


 Publishers
 Affiliated programs
 Self-publishing
 Mail order catalogs
 Distributors
 Retailers
 Education and government markets
 Content-specific stores
 Direct mail
 Bundling

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Marketing
 Public relations – press releases, press kits, trade shows
 Promotions
 Advertising
 Meetings and presentations
 Sales calls
 Product demonstrations

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Phase 6: Follow-up
 Development wrap-up
 Maintenance
 Training
 Documentation
 Customer relations
 Pursuing additional opportunities

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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 could help us fare better next
time)

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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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Maintenance Classification
 Maintenance: managing the operation and use of a
product once it has gone into distribution
 classifications
 according to strategy
 Preventive
 defensive
 according to type of changes introduced
 Corrective
 Perfective
 adaptive

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Training
 Teaching and educating an audience about the
purpose and use of a product
 Training equips users to be self-sufficient with a
product – reduces users’ need for support
 Consequently, training should reduce the cost of
supporting the product

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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

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Pursuing additional opportunities


 Some products are suitable for organizing user
groups
 New versions or upgrades
 Reuse of the content material in a different
publishing medium
 Creation of companion/associated products

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NEW MEDIA REVOLUTION


1991 – BIRTH OF THE INTERNET

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NEW MEDIA REVOLUTION


1991 – BIRTH OF THE INTERNET
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 New Language! New eraFTP, IP, HTTP, HTML, LAN’s, WAN’s, SAN’s

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Best of Breed
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1. Mobile Devices

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Best of Breed
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2. Web Networks
 By 2012 the average US consumer will spend as much time
consuming as they do sleeping
 Less than ½ of those hours will be through tradition passive
broadcasting
 Top Global Web Outlets
 Yahoo
 Google
 YouTube
 Windows Live
 MSN
 MySpace
 Wikipedia
 Facebook
 Blogger

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Best of Breed
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3. Social Networks

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Best of Breed
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4. Dedicated Sports Portals

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Best of Breed
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5. Broadcast Networks

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Best of Breed
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6. Mobile TV

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Best of Breed
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7. Digital Media Management
 service agencies dedicated to managing high-profile
individuals, brands and theatrical movies across all
digital platforms

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Best of Breed
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8. Online Library

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Best of Breed
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9. Desktop viewing and editing

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Best of Breed
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10. Web encoders

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Best of Breed
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11. Merchandising

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Best of Breed
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12. Entertainment

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Class Projects (Discussion)


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1. QBE: Image Search System


2. Image Annotation and Search Tool
3. Finger-Prints identification from Visual Contents
4. Finger-Prints identification from Acoustic Contents
5. Videos Meta-Search Engine
6. Multimedia Sharing on Intranet
7. Desktop-based Video Authoring Editor
8. Meta News Desk
9. Video Compression and Communication Tool

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Multimedia application development


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Process Model
 Multimedia software development is similar to any
other kind of software development
 Iscomplex
 Involves a large number of people
 Takes a long time to develop
 Has deadlines to meet
 Has budget limitations
 Has user requirements

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Multimedia application development


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Process Model
 Why apply software engineering principles
and practice to multimedia application?
 Think about your estimates per
unit/function
 Many real world projects have cost overruns
 Many projects fail altogether
 Software engineering seeks to find ways
to build systems that are on time and within budget

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Multimedia application development


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Process Model
 Software engineering defined
 Software engineering is “multi-person construction of multi-
version software”
 What is the relationship between the size of
a program & the time it takes to develop it?
 Real world software projects involve
teams of developers
 What’s the relationship between program size and the
number of people involved?
 Is it linear (N developers == N time speedup)?
 Or is it exponential (N developers = N x N speedup)?
 How does multimedia affect the life cycle?

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Process Model
 Classic waterfall life cycle
 Falls from one stage to the next only after previous
stage is completed
 Gravity only allows the waterfall to go down; it’s very
hard to swim upstream
 Why would corporate manager like this type of
development model/process?
 Is something like this more realistic?

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Multimedia application development


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Process Model
 Rapid prototyping model
 A prototype is a partially developed product that enables
customers and developers to examine some aspect of a
proposed system and decide if it is suitable for a finished
product
 For a project, we developed a prototype user interface
 Potential users and domain experts reviewed the prototype
 Review panel summarized findings and made recommendations
 We then developed an alpha version of the interface

 Allow time for prototypes and improved versions


 Multimedia authoring tools facilitate prototyping

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Multimedia application development


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Process Model
 Information System
 collection, manipulation, storage, transmission and display
 Multimedia Application
 computer programs that use a variety of media such as video,
sound, still images and animated graphics for pre-recorded or
live communications, especially mass communication

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Multimedia application development


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Process Model
 Multimedia Application development
 isdivided into a design phases/process and
development phases/process
 Further comprised of seven main activities

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Process Model
 Lopuck’s timeline: What’s different?
 Brainstorming instead of analysis?
 Prototyping & user testing instead of Design?
 Media production and releases (Alpha, Beta, Final)
instead of implementation and testing?

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Multimedia application development


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Process Model
 Analysis (needs/requirements)
 Lopuck calls this stage “brainstorming”:
who, what, why, where, when & how?
 Audience analysis: Who is it for?
 Needs analysis: Why develop it?
 Content analysis: What will it cover?
 Resource analysis: How and how much?
 Estimate: When will it get done?
 Where: platform, marketing and distribution?
 Use cases can help understand requirements

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Process Model
 Design-Think Process
1. Brainstorming and storyboarding
2. Flowchart and Paper design
3. Prototyping and user testing
 Development Process
4. Media Production
5. Programming and Media Production
6. Programming and Debugging
7. Programing and final debugging

30% 70%

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Multimedia application development


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Process

30% 70%

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Process
 Design: How ?
 Brainstorming

 Storyboarding

 Flowchart design
 Paper design

 Prototyping

 User testing

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Process
 Development: How ?
 Media production
 Programming

 Release 1

 Debugging

 Release 2

 Final debugging

 Release 3

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Process The Design-Think Process
 The term “design thinking” has been used for decades to
refer to the practices and approaches of designers
 In recent years Design-Think Process has been successfully
adapted as a tool for fostering creativity and solving
complex problems
 Prototyping is an integral part of a larger, more formalized
process called design thinking
 The design-think process
 interviewing and observing in the field
 synthesizing insights
 generating ideas
 building prototypes
 testing with users

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Multimedia application development


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Process The Design-Think Process
 The Design-Think Process

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Prototyping Method
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 http://mw2014.museumsandtheweb.com/paper/fro
m-post-its-to-processes-using-prototypes-to-find-
solutions/

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Multimedia application development


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Process The Design-Think Process
 Getting ready to Prototype
 Defining the problem
 Preparing your organization
 It starts with you
 Show, don’t tell
 Preparing your team
 Preparing your space

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Process

30% 70%

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Process The Design-Think Process
 Brainstorming
 Involves
 A group of 3 to 7 people
 Design, programming, marketing
 Presenting all ideas
 Good or bad
 No criticism or judgment

 Free flow of ideas

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Process

30% 70%

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Process The Design-Think Process
 Storyboarding
 a series of key frames
 originally from film; used to get
the idea of a scene
 It is a series of sketches showing
how a user might progress through
a task using the device
 snapshots of the interface at
particular points in the interaction
 users can evaluate quickly the
direction the interface is heading

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Process The Design-Think Process
 Storyboarding
 Drawing of the outward appearance of the intended
system
 Sketching is important for low-fidelity prototyping
 Crudity means people concentrate on high level concepts
 Hard to envision a dialog’s progression

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Process The Design-Think Process
 Storyboarding represents
 Design
 Interaction

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Process The Design-Think Process

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Process The Design-Think Process

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Process The Design-Think Process
 Flowcharts and Paper Design
 show navigational structure
 Detailed design before
programming?
 Educate the Customer/stakeholders
to What CAN be Done
 How
 Determine the NEED
 NEED to PROBLEM Conversion
 PROBLEM Definition
 Understand the PROBLEM
 ASK yourself
 ASK the intended audience

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lifecycle The Design-Think Process
 Flowcharts
 used to design the structure and
user interactions
 Storyboard shows the initial
picture
 Flowchart links all the places
 Organization
 Navigation
 Flowchart complements
storyboards

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lifecycle The Design-Think Process

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lifecycle The Design-Think Process
 Paper design
 Paper design is the blue print for a multimedia title
 Paper design covers
 Structural design
 Software strategy
 Media production requirements
 User interface design
 Paper design enable artifacts
 Storyboards
 Flowcharts
 architectural structure
 Navigation structure
 Functional specification

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Process The Design-Think Process

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lifecycle The Design-Think Process
 Functional specification
 It is a walk through each scenario of the title
 Includes
 Frame/screen by frame/screen
 Details about actions on the screen
 User interaction Illustration
 Describes the buttons
 Names various media types
 Sound, video, animation, graphics
 Describes the representation via abstract notation
 Concentrates on functionality

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lifecycle The Design-Think Process
 Implementation
 How is multimedia development different from systems
programming?
 Why is prototyping a good idea?
 Implementation requires inputs from authoring tools
 Media development involves special tools for graphics,
sound, video, etc.
 To evaluate user testing, user observations and focus
groups
a group of people assembled to participate in a discussion
about a product before it is launched

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Process The Design-Think Process
 What is prototyping
 “Prototyping is probably the single most
pragmatic/practical behavior the innovative firm can
practice . . . (it’s) not an ideal but a core competence”
 Prototype allows seeing all the design ideas and
solutions in action
 Do the storyboards and flowchart work
 Possibilities
 separates good and bad ideas
 Gives real-world feedback
 Allow making changes before development starts

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Process The Design-Think Process
 Prototyping
 is practice of building abstract representation of product,
service, or experience
 objective is to learn and test before proceeding
 heart of the human-centered design process

 Involves
 thinking and planning by doing
 Iterative and fast
 has less details (low-fidelity)
 There are different kinds of prototypes
 Mock-ups
 Partially developed

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Process The Design-Think Process
 Mock-up prototype
 Are developed using a friendly authoring tool
 E.g. Macromedia Director
 Not the one used in final development
 Different tools perform differently
 Mock-up prototype show
 User interaction
 Graphic style
 Developed quickly
 May eventually be thrown away

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Process The Design-Think Process
 Partially developed prototype
 Small cross section of the title developed fully
 Are developed using the intended authoring tool/ platform
 The one used for final development
 Allows checking if the authoring tool is suitable
 Different tools perform differently
 Some are better at handling animation
 Some are better at database functions
 Can be used as part of the final product

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Multimedia application development


Process The Design-Think Process
 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
 Demonstrate functionality and usability
 A simulation of the eventual system
 For a high-fidelity software prototype common
environments include Macromedia Director, Visual
Basic, and Smalltalk
 Danger that users think they have a full system

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Multimedia application development


Process The Design-Think Process
 Software Based Prototyping
 Must be built quickly and cheaply
 Is an integral part of user-centered design
 Evaluation and modification are fundamental
 The code is generally thrown away, but the design is
kept!
 In incremental and evolutionary prototyping
 the code may be kept
 But watch out for un-maintainable code

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Process The Design-Think Process
 Software Based Prototyping
 As much as possible, but emphasize:
 The top 20% of tasks
 That will usually consume 80% of a user’s time
 Those aspects of the UI that are considered ‘unusual’ or
‘problematic’
 E.g. Screens where you have unusual symbols/dialogue
 Anything safety-critical, even if only used occasionally

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Process The Design-Think Process

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Process The Design-Think Process
 Vertical prototypes
 shows user interface but has limited functionality behind the
buttons/controls. No database links included
 includes in-depth functionality for only a few selected
features
 common design ideas can be tested in depth
 Horizontal prototypes
 contains all of the high level and low level functionality of
particular areas in the system
 surface layers includes the entire user interface with no
underlying functionality
 a simulation; no real work can be performed

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Process The Design-Think Process
 Incremental
 product built as separate components (modules) one at a
time (allows large systems to be installed in phases to avoid
delays)
 each component prototyped and tested, then added to the
final system
 Evolutionary
 prototype altered to incorporate design changes
 prototype is not discarded and is used as the basis for the
next iteration

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Process The Design-Think Process
 User testing
 It is an important part of design and development
 Should happen throughout the lifecycle
 Is particularly important for checking the prototype
 Should involve a focus group
 Group randomly selected ordinary users
 Not the programmers themselves
 Should be videotaped/recorded
 Users’ interactions and reactions
 May be intimidating for some users

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Process Development Process
 Development begins with media production
 Production of sound, video, animation, graphics
 Must happen to some extent before programming
 Stand-in media may be used
 Not the final media but something suitable
 Not used in the final title
 Takes time to create
 Production of all the media has to be coordinated
 Media production timeline needed

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Media Production
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Hardware and Software Tools
 Concept of Media Object Production
 Process of Media Object Production
 Challenging
 Continuous Media Production: Audio and video
 Audio-Visual production requires
 Capturing
 Editing
 Compressing
 Outputting

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Media Objects
 Component in a multimedia document, presentation,
etc.
 Text
 2D graphics
 3D graphics
 Animation
 Still image
 Audio clip
 Speech
 Music
 other sound
 Video clip

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process to produce a media object
 Text
 Language, font, size, color, shadow, blink, etc

 Tools: LaTex, Word, HTML editors, …

 Macromedia Dreamweaver

 Font Editors
 Fontographer
 Glyphs

 2D/3D graphics
 Programming languages: Java2/3D, OpenGL, …

 Tools: TrueSpace, LightWave3D, Inspire3D, …

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Media Production
112
process to produce a media object
 Still image
 Captured via scanner, camera, software, …

 Tools: Display, PhotoDraw, Photoshop, …

 Animation
 Programming language: Java, Java script, VRML, …

 Tools: Infini-D, Flash, TrueSpace, …

 Audio and video– Continuous Media (CM)  special techniques for


its production

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General Features of CM Production
 Features of CM
 Change with time: samples/sec (audio) and frame/sec
(video)
 Large volume of data: proportional to the length
 Real-time processing power

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General Features of CM Production
 Production Process
 Pre-Production
 Clarify intended application of CM to be produced
 Prepare hardware: camera, CPU power, memory/disc size,
board
 Determine OS: Unix/Linux, Windows 2000/XP/VISTA/7,
and Mac
 Purchase, download, install necessary software
 In-Production
 CM acquiring, processing/editing, encoding and output
 Post-Production
 Testing and refining when necessary

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Audio Production Process

Audio Audio Audio Audio Audio


Source Acquiring Processing Encoding Output

Capturing Editing Compressing File/Stream


Encoding Disc/Network
Analog

Loading Editing Compressing File/Stream


Encoding Disc/Network
Internet
Digital

File/Stream
Text Reading Synthesizing BMIDI
Disc/Network

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Audio Pre-Production
 Basic Notice
 Good source: good microphone, mixing desk
 Signal processing: compressor, Equalization unit
 Proper recording environment

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Audio Digital Samples and Sampling Rate
117

Sampling Rate/Frequency: number of samples per second

Signal bandwidth: B

More samples, better quality but larger data

Nyquist sampling rate: N=>2B  No Distortion

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Media Production
Audio Resolution and Quantization Levels
118

Samples are quantized into discrete values


Sample Resolution: Original=28.3
 all possible values or bits per sample Quantized=28

• 256 values from 8 bits


• 65536 values from 16 bits

Setup “gain” carefully to


have a proper dynamic range

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Audio Frequency Features

Contents
20–60 Hz Extreme low bass. Most speakers cannot reproduce this.
60–250 Hz The audible low-end. Files with the right amount of low end
sound warm, files without enough sound thin.
250 Hz–2 kHz The low-midrange. Files with too much in the low-mids are hard
to listen to and sound telephone-like.
2 kHz–4 kHz The high-midrange. Where most speech information resides. In
fact, cutting here in the music and boosting around 3 kHz in
your narration makes it more easy to recognize.
4 kHz–6 kHz The presence range. Provides clarity in both voice and musical
instruments. Boosting 5 kHz can make your music or voiceover
(not both!) seem closer to the listener.

6 kHz–20 kHz The very high frequencies. Boosting here adds “air” but can
also cause sibilance/hissing problems

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General Rules in Audio Capturing
 Audio quality
 Target application: Disc, network no-live or live
broadcast
 Set input level correctly
 Save as sound file format with no or small quality
loss: au, wav, aif, …
 Choose certain sampling rate and resolution
(8/12/16 bits)
The higher rate and bits, the high quality but the
more data
Data amount = Channels x SamplingRate x Bits /
8 (Bytes)

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General Rules in Audio Capturing
 Capture interface and sound card
 Microphone input and line input
 Many different sound cards available

 OS and software
 Audio capture methods are similar for different
OSs
 Capture software embed in OS: Windows Media
 Capture software bounded with sound card

 Capture API in programming languages like Java

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Audio Editing
 Cropping: Select a peace/clip of audio from an
audio file
 Cutting, copying and pasting
 Equalization and Normalization
 Noise reduction
 Transition
 Trimming silence
 Fades: both in and out

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Audio Editing
 Popular sound editing software
 Sound Forge from Sonic Foundry
 Cool Edit from Syntrillium Software corporation

 SoundEdit from Macromedia

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Audio Compressing/Encoding
 Audio editing is usually based on uncompressed audio: au, wav,
aif
 Compression: reduce data size
 based on sound types and targeted applications
 Make a balance between quality and size
 channels (channel converting)
 sampling rate (re-sampling)
 bit resolution
 Encoded audio file formats
 wave (compressed), QuickTime (mov), MP3, GSM, DCR, …
 Encoded audio stream formats
 RealAudio (ra, ram), Windows (asf), QuickTime (mov), MP3

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Audio Compressing/Encoding
 Music vs. speech codecs
Music and speech are fundamentally
different
Codecs have been optimized for one or
the other
When in doubt, use a music codec

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Audio Output
 Audio output destinations
 speaker
 analog storage device
 digital storage device
 network/Internet

 DA-Converter is needed for analogy output devices


 Network downloaded applications
 stored in disc in compressed digital file format
 Network real time applications
 outputted to a streaming server in stream format

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Video Production

Video video Video Video Video


Source Acquiring Processing Encoding Output

Capturing Editing Compressing File/Stream


compressing Encoding Disc/Network
Analog/digital

Loading Editing Compressing File/Stream


Encoding Disc/Network
Internet
Digital
File/Stream
Model & Reading Rendering models
Disc/Network
parameters

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Video Pre-Production
 Basic Notice
 Good camera
 Buy the best tripod you can afford!
 Lighting: 3-point lighting kit

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Video Pre-Production - Lights
Three Point Lighting
- Key Light
- Fill Light
- Back Light or Hair Light
Hair Light
Key Light Background Light

Fill Light

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Video Capturing
 Video quality
 Target application: Disc, network no-live or live
broadcast
 Select relative large image size: 640x480, 320x240
 Choose frame rate (fps) and true color (24 bits)
 Save as video file format with no or small quality loss:
avi, mpeg, …
 Leave enough memory and HD space
 Data amount
= width x height x fps x bits x time / 8 (Bytes, no-
compressing)
= The_above / compress_ratio (with compressing)

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Video Capturing
 Capture interface and video capture card
 Analogy interface, digital
 Video capture card: interface type and
with/without hardware encoder
GGV-VCP2M/PCI (software encoding)
MEG-VC2
IFC-IL3/DV
EZDV II
DVStorm-RT Light

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Video Editing - Traditional “A/B Roll” Analog Editing System
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Video Editing – Modern Digital Edit using Computer Software
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Video Editing
 Specify the location of a video frame, called time code
 SMPTE (Society for Motion Picture Television Engineers, pron.
“simptee”)
 hours:minutes:seconds:frames

 00:04:26:05  an image at the 4th minute, 26th second


and 5th frame
 Nonlinear editing: arrange a video sequence in arbitrary
order
 Special effects
 Transition between two clips: fading, wiping, scrolling, …
 Superimposing: superimpose one clip over another
 Filtering: lens flare, zoom, twist, pan, …
 Morphing: one image cross-fades into another

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An Example of Video Editing

One scene- 4 clips

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An Example of Video Editing

Mixing board

Video track audio level


Music track audio level

Voice track audio level

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Video Compressing/Encoding
 Compression: further reduce data size for particular
applications
 Make a balance between quality and size
 Reducing image size (640x480, 320x240, 240x180, 176x132,
…)
 Reducing frame rates (15, 10, 5, …)
 Coding with high compression ratio
 Encoded video file formats
 H.263/264, MPEG-2, MPEG-4, QuickTime (mov), WAM, …
 Encoded video stream formats
 RealVideo (ram), Windows (asf), QuickTime (mov)

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Video Output
 Video output destinations
 TV

 analogy storage device


 digital storage device

 network/Internet

 Network downloaded applications


 stored in disc in compressed digital file format
 Network real time applications
 outputted to a streaming server in stream format

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Live Audio/Video Capture
 Audio capture using Sound Recorder in Windows
 Video capture using Creative WebCam Plus
 Windows Media Player
 Windows Media Encoder

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Programming and Media Production


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 Programming begins when there is enough media


 Usually an authoring tool is used
 Involves assembling all the media into a structure
 As described in the paper design
 A title is feature complete when all the places and
actions are functioning
 Followed by alpha, beta, and the golden master

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 When a title is feature complete, it is considered alpha


 It is testing time
 All the major features should be available
 Quality assurance testers find all the bugs
 Media production and programming continues
 All the crashing bugs are fixed
 Bugs that freeze up or crash the system

 Alpha testing is simulated or actual operational


testing by potential users/customers or an
independent test team at the developers' site

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 When there are no more crashing bugs the title


enters the beta stage
 Testing continues
 There should only be minor bugs left to fix
 Bugs are identified
 Priorities
 Fixed and fine-tuned
 Final media production and programming is done
 A beta test is the second phase of software testing in
which intended audience tries the product out

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 Deployment
 When there are only a few minute bugs left in the title
golden master is cut
 Master CD/DVD is created
 CDs/DVDs are produced, packaged and distributed
 Minute bugs are fixed for the next release
 After Deployment
 CD-ROM/DVD/memory stick versus Web delivery?
 Corrective: fixing errors after delivery
 Adaptive: new environments
 Perfective: improving behavior or performance
 Preventive: improving maintainability

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