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FLASH PROJECT PROCESS
Designers and Developers
Prepared by Kris Schultz and Jeff Fischer May 23, 2007

PURPOSE

Lear to manage to medium by making Flash project success reproducible across all teams and across all projects.

SUCCESSFUL FLASH PROJECTS
: Make us proud : Make our clients happy : Are reasonably predictable : Adhere to budget goals : Adhere to time goals : Are not overly stressful : Avoid crisis

COMMON PROBLEMS

: Unexpected after hours work near end of project : Over budget : Missed deadlines : Doing code rewrites : Long ramp-up time when adding new people to project : Producing work with serious flaws : Creating sites that are time consuming and expensive to maintain

CAUSES

: Improper team composition : Lack of clearly defined roles and responsibilities : Inadequate level of effort estimation : Inadequate timeline / milestone planning : Ad hoc workflow between designers and developers : Little standardization in how functionality is built

2007 PRIORITIES: MANAGE TO MEDIUM
: Stages of organizational growth for medium companies: : Jobs become more specialized : Leadership become more removed from the dayto-day : Work environment becomes more standardized : Procedures are documented : Leaders emerge and are trained : Client satisfaction measures are needed : Competitive focus for marketing and business

KEYS TO SUCCESS

: Team composition : Roles & responsibilities : Workflow : Standardization

TEAM COMPOSITION (MANDAR WEARS PARACHUTE PANTS)

TEAM COMPOSITION

: Every Flash project must have: : A Flash designer : A Flash developer

IF NO DEVELOPER IS INCLUDED

CONSEQUENCE

Impact of creative decisions is not evaluated Brute force is used to achieve functionality Logic flaws in code go unnoticed

overtime over budget missed deadlines confusing code brittle code extra effort site failures liability problems client confidence

ADDITIONAL BENEFITS

: Developers know the right questions to ask : Developers know OO architecture theory and techniques : Reduces construction time : Code is more robust/less brittle : Project is easier to test : Can “code for change”

OO THEORY JARGON

: Loose coupling : High cohesion : Favor composition over inheritance : Design patterns (Observer, Singleton, Composite, Strategy, Factory Method)

ROLES & RESPONSIBILITIES (DENNIS WISHES HE COULD LIVE “OFF THE GRID”)

THE RULE

Designers don’t write code. Developers don’t design.

DESIGNER RESPONSIBILITIES

: Ideation / static design comps : Motion / interaction design prototypes (including code) : Flash graphic production : “Slicing” PSDs : Initial Flash file layout : Basic MovieClip construction : Creating button states : Code writing tasks assigned by a developer

DEVELOPER RESPONSIBILITIES

: All planning activities : Component / module identification : Development estimate : Development plan : Requirements documentation : All coding activities : Technical design : Code writing for components, modules, and integration

PROJECT WORKFLOW (MATT IS THE BEST JAZZ BAGPIPE PLAYER IN FRANKLIN COUNTY)

ESSENTIAL PROJECT WORKFLOW

RASCI MODEL OF ROLES
: Responsible : Accountable to : Supporting : Consult : Informed

WORKFLOW RASCI ASSIGNMENTS

DESIGNER

DEVELOPER

IDEATION

R

I

STATIC COMPS

R

I

MOTION / INTERACTION PROTOTYPES

R

C

GRAPHIC PRODUCTION

R

C

SKINNING / TWEAKS

R

C

WORKFLOW RASCI ASSIGNMENTS
DEVELOPER FUNCTIONAL REQUIREMENTS DEV ESTIMATE DEV PLAN TECHNICAL DESIGN COMPONENT / MODULE DEVELOPMENT INTEGRATION TESTING FIXES R R R R R R R R DESIGNER C ---C, S (optional) --S

CREATIVE COMP

: [description]

FUNCTIONAL REQUIREMENTS

: A textual description of the expected functionality from end user’s perspective : Acceptable formats... : Software Requirements Specification (SRS) document : Annotated graphic comps : Wireframes

DEVELOPMENT ESTIMATE

: Should include breakdown of all development related tasks : Task granularity should be no larger than 40 hours : All estimates should use the “RIA Estimate” template

DEVELOPMENT TIMELINE

: Should account for all tasks identified in the estimate : Should identify and accommodate dependencies between tasks : Should identify key handoff points between designer and developer

MOTION / INTERACTION PROTOTYPE
: Gives developers a guide to the motion and interactivity expected : Forces you to think through all interaction steps : Have comp as close to final as possible

COMPONENT / MODULE DEVELOPMENT
: [description] : [show Rbk Music footwear component & mod]

SKINNING / TWEAKS

: [example footware module] : [Kris todo: create fake unskinned module]

STANDARDIZATION (TROY OWNS MONGRAMMED BOWLING SHOES)

2007 PRIORITIES: MANAGE TO MEDIUM
: Stages of organizational growth for medium companies: : Jobs become more specialized : Leadership become more removed from the dayto-day : Work environment becomes more standardized : Procedures are documented : Leaders emerge and are trained : Client satisfaction measures are needed : Competitive focus for marketing and business

BENEFITS OF STANDARDIZATION
: Enables collaboration by making team members more interchangeable : Reduces communication time : Helps avoid misunderstandings : Promotes best practices for common project requirements : Reduces ramp-up time for new team members

GOALS OF OUR RIA STANDARDS
: Promote consistent, reusable solutions to common functional and design requirements : Maximize the “understandability” of code : Accommodate the things that are likely to change during a project’s life cycle : Align with the code standards of our other technology disciplines

NON-CODERS

: “Flash Designer Patterns and Practices” : Catalog of Resource endorsed recipes for addressing common design tasks : Example topics... : Button construction : Progressbar construction (aka “preloaders”) : Placeholder clip construction

CODERS

: “Flash Developer Patterns and Practices” : Catalog of Resource endorsed recipes for implementing common functional requirements : Example topics... : Load management of external assets : Communication between SWFs : Open / close animations

CODERS (CONTINUED)

: “Resource ActionScript Code Library” and “Resource Component Library” : AS class files and Flash UI components created for reuse : API - [enter location] : AS classes - [enter location] : Component FLAs - [enter location]

CODERS (CONTINUED)

: “ActionScript Code Standards” : Provides code style, code construction, and FLA file construction guidelines : Required for production code; Optional for motion / interaction prototypes : “Four Essential Flash Testing Practices” : Details four tests that must be applied to all Flash projects.

THINGS TO REMEMBER (MIKE PRACTICES BILL GATES IMPRESSIONS IN FRONT OF A MIRROR)

REMEMBER...

: Every Flash project requires a Flash designer and Flash developer : Designers don’t write code. Developers don’t design. : All steps of the Flash project workflow are required for any Flash project : Developers need to review all creative before it’s shown to the client. : Designers need to review all functionality before it gets tested.

Q&A

Q&A

: Team composition : Roles & responsibilities : Workflow : Standardization

THANK YOU

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