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Planning & Costing

Planning & Costing. Program Goals. Outline. Logic Flow Chart. Storyboard. By John Sullivan Fall 2002. Most projects fail “from the start” Lack of understanding of Direction – “Where we’re going” Means – “How we’ll get there” Evaluation – “How we’ll know when we've arrived.

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Planning & Costing

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  1. Planning & Costing Program Goals Outline Logic Flow Chart Storyboard By John Sullivan Fall 2002 John Sullivan @ 2002

  2. Most projects fail “from the start” Lack of understanding of Direction – “Where we’re going” Means – “How we’ll get there” Evaluation – “How we’ll know when we've arrived Well documented design essential Avoid misinterpretation in development Provide guidance for bug fixes and updates (Rakos, 1990) (Ellis, 2002) Importance of Planning John Sullivan @ 2002

  3. Essentials of Good Planning • Personnel • Multimedia Team • Process management • System Development Lifecycle • Documentation • Product evaluation John Sullivan @ 2002

  4. The Multimedia Team • Project manager • Coordinates production • Multimedia designer • Prepares the blueprint for the entire project • Content, media, and interaction • Script Writer • Video specialist • Audio specialist • Graphic specialist • Programmer • Interface designer • Subject Matter Expert John Sullivan @ 2002

  5. Project Planning • The Process of Making Multimedia • What is the essence of what you want to do? Your purpose and message • How can you organize your project? • What multimedia elements will best deliver your message? • Do you already have content material with which you can leverage your project, such as videotape, music, documents, photographs, logos, advertisements, marketing packages, and other artwork? John Sullivan @ 2002

  6. Program Goals into Storyboard Starting the authoring without planning all the components of the project is a serious mistake Plan User interface Program script or concept Program Goals Prepare Scripts for narrations, text, video Outline Consider Copyrights Logic Flow Chart Music, audio, video production planning Storyboard Prepare project time lines and budget John Sullivan @ 2002

  7. From Application Planning to Product Delivery Concept Definition Storyboard Development of Multimedia Building Block Authoring Testing & Revision A simplified multimedia application Development process flow chart John Sullivan @ 2002 Delivery

  8. Process Management • System Development Lifecycle • Many paradigms in use • Linear • Menu • Waterfall • Prototyping • Incremental • Spiral Maybe put Life cycle here John Sullivan @ 2002

  9. Requirements document Overall product blueprint What is to be done – not how Flowcharts Logical progression through the product Scene-to-scene Navigation Storyboards Contents of the product Scene-by-scene Tasks, objects, and events Test documentation How to test What to test Who tests Documentation ®Timothy J. Ellis, 2001 John Sullivan @ 2002

  10. Requirements Document • Project goals – the why for the project • Major functions – the what for the project • General inputs and outputs • Performance • User profile • HCI considerations • Time & cost constraints (Rakos, 1990) ®Timothy J. Ellis, 2001 John Sullivan @ 2002

  11. A graphical ‘sketch’ of the presentation and the possible paths the user can take Flowchart John Sullivan @ 2002

  12. Back Logic Flow What is Riding Personal Def. Pictures Video Clips Riders From New Jersey Van Homen Garrett Byrnes Ralph Sinisi Title & Intro Videos Filmed in New Jersey Don’t Quit Your Day Job Etc. Main Menu Personal Riding Info Pictures Bike Setup Video Clips Exit/Credits John Sullivan @ 2002 Main Menu Exit presentation

  13. Opening Animation & Audio Main Menu Biography Discography Video Resources Exit View Bio Albums Play Video Website & FAQ Info & Audio Credits End Logic Flow John Sullivan @ 2002

  14. Storyboard A graphical representation Of your screen layout John Sullivan @ 2002

  15. Main Menu Albums Menu Menu Items Picture Menu Items (Pictures) Biography Video Website & FAQ Credits Album Info Text Pictures Video Text Text Text Picture Storyboard John Sullivan @ 2002

  16. Time Line Gantt Chart John Sullivan @ 2002

  17. Multimedia Application Design Considerations 1 Program Objectives 2 Target audience, 3 Content, 4 Building Blocks used, 5 Interactivity, 6 User response, 7 What equipment is needed?, 8 HCI, 9, Testing, 10 Deliverables 1. Multimedia Application Goals and Objectives • What is the purpose of the proposed application? • What are you trying to accomplish? • What is the expected result? John Sullivan @ 2002

  18. 2. Defining the Target Audience • Age and Educational level • Organization culture • Audience needs and experience • User’s level of expertise • Logos and preferred colors • Cultural composition • Psychological profile “Know your Audience” John Sullivan @ 2002

  19. 3. Program Content • Program objective • Mode of delivery (presentation, tutorial, kiosk, Internet) • Program content can be defined as the specific message, data, facts, or information to be presented through the multimedia application. John Sullivan @ 2002

  20. 4. Multimedia Building Blocks • Which should be used when and why? • Which elements should you use to illustrate or present the proposed information? John Sullivan @ 2002

  21. 5. The Application’s Intended Use & • Individual Use • Extensive Text • Scrolling Text Fields • Audio • Interactivity • Group Presentations • Text – font size no smaller than 20 points • Audio • Interactivity • Colors – projectors, how many colors do they display John Sullivan @ 2002

  22. 5 con’t. Navigation & Degree of Interactivity • Branching • Linear • Hierarchical • Nonlinear • Composite • Feedback ? • If so always make it positive John Sullivan @ 2002

  23. 6. HCI Requirements – Interface Design • Text • Navigation • Graphics • Layout • Put the user in control John Sullivan @ 2002

  24. 7. Hardware & Software • Is your idea derived from an existing theme that can be enhanced with multimedia, or will you create something totally new? • What hardware is available for development of you project? Is is enough? • How much storage space do you have? How much do you need? • What hardware will be available to your end users? • What multimedia software is available to you? John Sullivan @ 2002

  25. 8. Multimedia Team • What are your capabilities and skills with both the software and the hardware? • How much time do you have? • How much money do you have? • How will you distribute the final project? John Sullivan @ 2002

  26. 9. Testing • Alpha • Internal – by developers • Verification that product functions as specified • Beta • External – potential end users • Validation that product satisfies goals specified John Sullivan @ 2002

  27. 10. Delivery • Packaging • Marketing and Public Relations John Sullivan @ 2002

  28. An Example of time allocated for educational software by percentages Analyze need 3% Draft mission statement 1% Create audience profile 2% Write objectives 2% Analyze & outline content 6% Lay out course map 2% Define treatment 2% Select learner activities 2% Storyboard the course 19% Author the course 28% Evaluate the course 20% Produce media 13% Total 100% John Sullivan @ 2002

  29. References Bennatan, E.M. (1995). On Time, Within Budget. New York: John Wiley Elaine England and Andy Finney, (1999), Managing Multimedia: Project Management for Interactive Media, New York: Addison-Wesley Elin, L. (2001). Designing and Developing Multimedia. Boston: Allyn and Bacon. Rakos, J.J. (1990). Software Project Management for Small to Medium Sized Projects. Englewood Cliffs: Prentice Hall Vaughan, T. (1998). Multimedia: Making it Work 5th Ed. New York: McGraw Hill Villamil-Casanova, J., and Molina, L., (1996). An Interactive Guide to Multimedia, Indianapolis, IN: Que Education & Training. John Sullivan @ 2002

  30. The End John Sullivan John Sullivan @ 2002

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