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Chapter 11 Review 1) Describe the three phases of the interactive media development process Definition: Definition Identify the

project goal or purpose. -What should the application accomplish? Design Identify the Audience -Who are the intended users? Produce Identify role of multimedia in this project. -Advantages -Media elements it requires -Forms of interactivity to provide -Delivery method and cost estimate 2) Explain the role of the following people in the interactive media development process a. Designer responsible for overall structure of content, the look, feel , and functionality of user interface. i. Entire look and feel b. Project manager responsible for delivering the product with promised features, on time, and on budget. Oversees the business aspects of the development process. Must be organized, focused, and task orientated i. Budget c. Programmer computer coder, unites the media elements and provides the products functionality i. Make it work, writes program d. Acquisitions specialist knowledgeable about sources for copyright-protected content and process of securing permissions. Establishes agreements to protect the creative work of the project developers. i. Copyright issues, etc.. e. Writer creates original text for the project, provide written requirements of the project such as documentation, contracts, help screens. Technical writing skills are useful. i. Content, proposals, contracts 3) What type of content specialists might be involved in the development of an interactive media project? Detailed understanding of the topic, although some projects may rely on the client to provide content for the project.

4) What is the goal of an Interface Designer? To engage the user, must support the project goals, match the expectations and abilities of audience, and should establish appropriate tone determined by style of media elements and controls. They take advantage of our learned abilities. 5) How can an interface designer make an application more understandable? By making the content seem intuitive, immediately understood by the user, using metaphors, being consistent in design by using common backgrounds and consistent location of user controls. And by making the experience predictable and reliable: similar actions should produce similar results and identical actions produce identical results.

Define the terms: 1) Prototype: an incomplete working model of the final multimedia project. It includes some finished media and many of the major functions for the operation of the application. 2) Graphical User Interface: a method of controlling operating system functions through display of intuitive icons that the user manipulates using a pointing device such as a mouse or trackball. Initially suggested by Douglas Engelbart at SRI and further developed by Xerox, the GUI was first made popular by Apple Computer in 1084 with the introduction of the Macintosh computer. -Point and Click, you dont have to type in a command 3) Flowchart: a simple box diagram to give a broad overview of multimedia products. Generally introduced in the definition stage of a multimedia development plan. 4) Storyboard: a series of sketches outlining screen content and action used to guide the development of film, video, animation or multimedia productions. 5) Content Inventory: list that identifies the required media for a multimedia project. 6) Proposal: A document that outlines your project idea

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