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La4 Ict Handybook Powerpoint
La4 Ict Handybook Powerpoint
LEARNING AREA 4
TOPIC 4.1
MULTIMEDIA CONCEPTS
4.1.1 Definition of Multimedia
4.1.1.1 Define Multimedia
WYSIWYG
Text-based
USER INTERFACE
• – WAY OF COMPUTER PROGRAM
COMMUNICATES WITH THE PERSON WHO
USING IT
• - CARA BAGAIMANA PROGRAM KOMPUTER
BERKOMUNIKASI DENGAN INDIVIDU YANG
MENGGUNAKANNYA
4.3.1 User Interface principles
4.3.1.1 Apply suitable user interface principle in a projects
1. CONSISTENCY – USER INTERFACE MUST HARMONY AND APPLY TO
ALL SCREEN
KONSISTEN – ANTARAMUKA PENGGUNA MESTI HARMONY DAN
DIGUNAKAN PADA SEMUA HALAMAN
2. CLARITY – LEARNERS OF LABELS ON ALL ICON TO MAKE THE
SYSTEM EASY TO UNDERSTAND
KEKEMASAN – SEMUA LABEL ATAU IKON MESTI MUDAH
DIGUNAKAN DIFAHAMI
3. CONTENT - EVERY CONTENT MUST RELEVANT TO THE
PARTICULAR TITLE
ISI KANDUNGAN - SEMUA ISI KANDUNGAN MESTI RELEVAN DENGAN
TAJUK.
4. NAVIGATION - USER CAN USE NAVIGATION EASILY TO ALL
AROUND SYSTEM
NAVIGASI - NAVIGASI YANG DIBINA MUDAH DIGUNA DAN
DIFAHAMI
.
4.3.1 User Interface principles
4.3.1.1 Apply suitable user interface principle in a projects
5. SEARCH - THE SYSTEM ENABLES USER TO SEARCH
KEYWORD OR GLOSSARY.
CARIAN - SISTEM MEMPUNYAI ENJIN CARIAN ATAU
KATAKUNCI CARIAN.
6. LEARNABILITY – PROVIDES SUPPORT INFORMATION
PEMBELAJARAN - MEMBEKALKAN KHIDMAT BANTUAN.
7. PERSONALISATION – USER CAN MAKE THEIR OWN
PERSONAL OR INDIVIDUAL LEARNING.
PERSONALISASI – PENGGUNA BOLEH MEMBINA PEMBELAJARAN
KENDIRI.
8. FLEXIBILTY - A USER HAS THE AUTHORITY TO NAVIGATE
THROUGH ALL THE SECTIONS WITHOUT ANY LIMITATION.
FLEKSIBEL - PENGGUNA ADA KEMUDAHAN MENEROKA
SISTEM TANPA BATASAN.
4.3.2 Development Team
4.3.2.1 State the role of each member in a development team
1. PROJECT MANAGER (PENGURUS PROJEK)
• DEFINE THE SCOPE OF PROJECT
MEMASTIKAN SKOP PROJEK
• DISCUSS WITH CLIENT
BERBINCANG DENGAN PELANGGAN (KEPERLUAN)
• SEARCH FOR FINANCIAL RESOURCE,FACILITIES AND EQUIPMENTMENCARI
SUMBER KEWANGAN, KEMUDAHAN DAN PERALATAN
• COORDINATE THE PRODUCTION TEAM
MENGURUSKAN KUMPULAN PRODUKSI
3. IMPLEMENTATION (PEMBUATAN)
START WHEN THE MULTIMEDIA DEVELOPER CONFIRM THE STORYBOARD.
PROCESS OF CONVERTING THE DESIGN PLAN INTO MULTIMEDIA PROGRAM SUCH AS
CREATING TEXT AND INSERTING (GRAPHIC/ANIMATION/AUDIO/VIDEO/HYPERLINK)
5. EVALUATION (PENILAIAN)
EVALUATE
CONTENT (INTRODUCTION, REASON, EFFECTS, PRESENTATION AND CONCLUSION)
USER INTERFACE CONSISTENCY,CLARIFY,CONTENT,NAVIGATION AND FLEXIBILITY)
SELECTED USER USE EVALUATION FORM TO TRY THE PROGRAM AND GIVE FEEDBACK.
MENILAI
ISIS KANDUNGAN (PERMULAAN, KESAN, SEBAB, PERSEMBAHAN DAN KESIMPULAN)
ANTARA MUKA PENGGUNA(KONSISTEN, KEKEMASAN, ISI KANDUNGAN, NAVIGASI
DAN FLEKSIBILITI)
MENGAMBIL SECARA RAWAK PENGGUNA MENGGUNAKANNYA DAN MEMBERIKAN
TINDAKBALAS
4.3.3 Multimedia Production
4.3.3.1 Describe the phases in multimedia production:
6. PUBLISHING (PENGELUARAN)
WHEN MULTIMEDIA PROGRAM COMPLETELY, IT WILL PUBLISH INTO 2 COMMON
MEDIUM (WEB-BASED AND CD-BASED)