Professional Documents
Culture Documents
|
Lecture Overview
|
Software Development Life Cycle (SDLC) phases
SDLC
• You all remember this
• Software Development Life Cycle
(SDLC) phases
|
Movie Production Life Cycle
Phases
Movie Production Life Cycle Phases
|
Multimedia application development lifecycle
|
Management
• phase 0, because it …
• spans all other phases, including activities such as
– Planning
– Estimation
– Control
– Resource management
– Documenting
|
Business Plan
• Defines objectives and means to achieve these objectives
• Analyze and define
– Key employees
– Products
– Finances
– Markets
– Distribution channels
• Develop a business model
|
Project Management
• Planning, estimating, monitoring, controlling, and
coordinating resources
– People
– Content
– Material resources (equipment, tools, materials,...)
– Finances
• in order to achieve the project objective
• Most important variables: time, cost, quality
|
Multimedia project management
• Traditional project management tasks
• Additionally, the manager of a multimedia project
must orchestrate different
– Persons (with skills and personalities)
– Technologies
– Resources
in a marketplace that is constantly evolving and
changing
|
Project plan
|
Finances
$ Funding: the process of finding sources of capital
to develop your product
$ Various types of funding:
$ loans
$ grants
$ self-funding
$ venture capital
But: each has good and bad sides
|
People
|
Material resources
• Different types of resources
– Computer hardware and software
– Production equipment
– Content (existing and new)
• How to obtain them?
– Borrow
– Lease
– Purchase
– Make your own
|
Legal issues
|
Phase 1: Conceptualization and Analysis
|
Phase 1: Conceptualization and Analysis
• Every multimedia project
begins with an idea or
concept
|
• The concept and the plan
define a project
• Planning should make the
realization of the concept
as straightforward as
possible
|
The Kickoff Meeting
|
Project Scope
|
Types of projects
– Electronic Books and Magazines – Interactive Music
– Kiosks and Information Centers – Interactive Movies
– Multimedia Databases – Interactive Art and Performance
– Corporate Training – Interactive Sales and Marketing
– Interactive Education – Presentations and
– Interactive Games Communications
|
Target Audience
• What is their background (with respect to age,
education, gender, …)
• What are their preferences (even those prescribed by
current fashion)
• Are there some cultural and other constraints to be
observed
• What equipment will they use to access your product
(environment)
|
The 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
• Closely related to the “approach”
|
Market Research 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
– Early adopters vs. Lazy ones
|
… Technical Research 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
|
Phase 2: Design
|
Phase 2: Design
• Bridging the gap between
the audience and you
• Design should embody
concept, purpose, and
messages
• Technology helps and often is
indispensable – but
technology alone without the
proper design creativity
cannot do the trick
|
Design goals
• Simplicity
• Consistency
• User involvement
• Affordability
• Fun, efficiency, timing
|
Simplicity
|
Consistency
• Primarily related to user interface (we will have more to
say about this)
• A good product should behave in a consistent manner
• 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
|
• Analyze what the users from
the target group can afford
• 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
|
Other qualities
|
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 results in a collection of
ideas and solutions that become the foundation for both
the design and the prototype developed from it
|
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
• Storyboard may be considered to be a specification of
the prototype (and, ultimately, the product itself)
|
Information Design
|
Phase 3: Prototyping
|
Phase 3: 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
|
Product Specifications
|
Phase 4: Production
|
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
|
Organizing People
• Responsibilities and roles should be clearly delineated
and defined
• Some people may take on different roles (well-defined
tasks are a must)
• Professional services should be used whenever possible
(at a cost)
• Remember: quality obtained is always proportional to
investment made
|
Organizing Production Resources
|
Source Materials
|
Style guide
• Necessary in order to create a product with a sense of
integrity and unity
– Use of punctuation, grammatical conventions, use of jargons
– Samples, illustrations and templates for graphical layout
– Graphics production: standards used, layout templates
– Video production
– Sound production
– Conducting and attending production meetings
|
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
• Internet helps…
|
Phase 5: Testing
|
Phase 5: Testing
• 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
• But the crucial question is: can testing give us
complete confidence in the product?
|
More on testing
• Different types of testing: functional, content
testing, collateral materials testing, user testing
• Different timing: alpha, beta, user testing
• Test plan with relevant information on
– Schedule
– Resources
– Testing environment
– Deliverables
|
Phase 6: Distribution
|
Phase 6: Distribution
|
Options and Channels
• Publishers • Mail order catalogs
• Affiliated label program • Distributors
• Self-publishing • Retailers
• Education and government markets
• Content-specific stores
• Direct mail
• Bundling
|
Marketing
|
Phase 7: Follow-up
• Development wrap-up
• Maintenance
• Training
• Documentation
• Customer relations
• Pursuing additional opportunities
|
Development Wrap-up
|
Customer Support
|
Maintenance Classification
|
Training
|
User Feedback (What do they think of us?)
|
Pursuing additional opportunities
• Some products are suitable for organizing user groups –
some are not:
– Oracle user group makes sense
– Encarta user group does not (why?)
• New versions or upgrades
• Reuse of the content material in a different publishing
medium
• Creation of companion products
|
Ole Sangale Road, Madaraka Estate. PO Box 59857-00200, Nairobi, Kenya
Tel +254 (0)20 606155, 606268, 606380 Fax +254 (0)20 607498
Mobile +254 (0)722 25 428, (0)733 618 135 Email info@strathmore.edu
www.strathmore.edu |