mm10lifecycle
TRANSCRIPT
Multimedia Application Development Lifecycle
ISMT multimedia 2002Dr Vojislav B Mišić
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 2 © Dr Vojislav B Mišić
Lecture Overview
Multimedia application development lifecycle
What is the same as in other product dev’t lifecycles
.. And what is different Individual phases and their characteristics
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 3 © Dr Vojislav B Mišić
Multimedia application development lifecycle
Most similarities can be found with the software development lifecyclecomputers involved – the product itself is software requirements often vague and unstable
Important differences:both technical and creative/artistic parts are present,
with creative/artistic aspect often more importantspecial equipment – interface/conversion problemsprototyping is a must
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 4 © Dr Vojislav B Mišić
Phases
conceptualization and planningdesign and prototypingproduction testingdistribution and follow-upand (of course) management
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 5 © Dr Vojislav B Mišić
Management
phase 0, because it …spans all other phases, including activities
such asplanningestimationcontrol resource managementdocumenting
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 6 © Dr Vojislav B Mišić
Business Plan
Defines objectives and means to achieve these objectives
Analyze and define financesmarketsproductsdistribution channelskey employees
Develop a business model
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 7 © Dr Vojislav B Mišić
Project Management
Planning, estimating, monitoring, controlling, and coordinating resources financespeoplematerial resources (equipment, tools, materials, ...)content
in order to achieve the project objectiveMost important variables: time, cost, quality
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 8 © Dr Vojislav B Mišić
Multimedia project management
Traditional project management tasksAdditionally, the manager of a multimedia
project must orchestrate different technologiespersons (with skills and personalities) resources
in a marketplace that is constantly evolving and changing
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 9 © Dr Vojislav B Mišić
Project plan
A common document which should help all interested parties tounderstand the defined goalunderstand the way of attaining the goal follow the schedulecooperate with othersuse the resources (tools and content) properly
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 10 © Dr Vojislav B Mišić
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
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People
Many different specialties are required in each phase of the project
Both technical and artistic specialties are needed
They have differentbackgrounds (professional and cultural)skills and expertiseand, of course, personalities
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 12 © Dr Vojislav B Mišić
Material resources
Different types of resourcesComputer hardware and softwareProduction equipmentContent (existing and new)
How to obtain them?BorrowLeasePurchaseMake your own
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 13 © Dr Vojislav B Mišić
Legal issues
Securing sources of fundingLicensing content and/or technologyHiring employees or contractorsDrafting contractsPurchasing or leasing the necessary
equipment, props, office space
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 14 © Dr Vojislav B Mišić
Phase 1: Conceptualization and Planning
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
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 15 © Dr Vojislav B Mišić
The Kickoff Meeting
Projects often start with ameeting to discuss theproject direction and plan
Usually only a group of key playersServes to create and unite the teamDefines and/or clarifies goals, roles,
expectations, and strategies
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 16 © Dr Vojislav B Mišić
Project Scope
What are you making? … What is it for? … What do you want to say? … What will be used? …
… the concept
… the purpose
… the message
… the approach
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 17 © Dr Vojislav B Mišić
Types of projects
Electronic Books and Magazines
Kiosks and Information Centers
Multimedia DatabasesCorporate Training Interactive Education Interactive Games
Interactive Music Interactive Movies Interactive Art and
Performance Interactive Sales and
MarketingPresentations and
Communications
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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)
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 19 © Dr Vojislav B Mišić
The Message
What is the message that you want to convey to your audience
All components of your project must be related to its messageConsistencyFocusingCreativity
Closely related to the “approach”
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 20 © Dr Vojislav B Mišić
Market Research First …
Identification: Is there a target audience at all? Is there significant competition?What could be our edge
in the marketplace?
Classificationbusiness vs. consumerearly adopters vs. lazy ones
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 21 © Dr Vojislav B Mišić
… 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 baseStorage capacitySpeedEconomy
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 22 © Dr Vojislav B Mišić
Phase 2: Design
Bridging the gap betweenthe 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
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 23 © Dr Vojislav B Mišić
Design goals
SimplicityConsistencyUser involvementAffordabilityFun, efficiency, timing
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 24 © Dr Vojislav B Mišić
Simplicity
Multimedia by definition includes user interaction and exploration
Note: prettiest designs may not be the simplest, nor the easiest to use
Good interaction design should instill a desire to go on and find out more
However, efficiency is always an issue
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 25 © Dr Vojislav B Mišić
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
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 26 © Dr Vojislav B Mišić
User involvement
Most people like to get “involved”Adding a human dimension to the
communication with a mindless machinePeople enjoy exploring and discovering new
paths – reward curiosity by designing depthAllow users to explore more than one level
of information – but only if they explicitly choose to do so
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 27 © Dr Vojislav B Mišić
Affordability
Analyze what the users fromthe 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
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 28 © Dr Vojislav B Mišić
Other qualities
some applications can be fun to use (but each user can have his or her own definition of what exactly is “fun”)
user comprehension has its own pace – try to be neither too fast, nor too slow
performance is always an issue: but this is predominantly a technical problem
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 29 © Dr Vojislav B Mišić
Shaping the Design
Often begins with abrainstorming sessiona dynamic process of gathering
ideas and exploring possibilitieswithout 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
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 30 © Dr Vojislav B Mišić
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)
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 31 © Dr Vojislav B Mišić
Information Design
How to organize and present information in a clear, accurate, meaningful and useful form
Includes the information in all media and their visual interaction (to an extent)
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 32 © Dr Vojislav B Mišić
Phase 3: Prototyping
A limited implementation of a designEmphasizes exploration and
experimentationPrototyping helps simplify and
improve production processOften used as proof-of-concept
and/or testing purposes
Multimedia applications must be prototyped
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 33 © Dr Vojislav B Mišić
Product Specifications
A complete list of features that covers structure and behavior of the product should emerge from the prototyping phase
In multimedia, this means type and amount of content, interface characteristics, and interaction
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 34 © Dr Vojislav B Mišić
Phase 4: Production
Organizing people and resourcesProviding and producing content – text,
graphics, videos, sound, animation, VR Integrating all of the above into a
meaningful, coherent productDetails of production related to different
media types will be covered in a separate lecture
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 35 © Dr Vojislav B Mišić
Organizing the Production Schedule
Specification of all the tasks and their interdependencies in sufficient detailEstimates should be made for each task (i.e., time
and effort / manpower)Appropriate resources should be allocatedA number of milestones has to be establishedMain project goals must be establishedDeliverables: the product itself, documentation and
additional materials
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 36 © Dr Vojislav B Mišić
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
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 37 © Dr Vojislav B Mišić
Organizing Production Resources
Organizing resources: define what is required and a schedule of its usage
Equipment selection: based on the project script and on the actual shooting location
Major equipment has its own schedule, with each major piece assigned to a person
Compatibility issues must be resolved
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 38 © Dr Vojislav B Mišić
Source Materials
Source: any items containing media data that can be used in our product
Production can involvecreating new source materials,converting (re-purposing) existing materials,or (most often) both
Source materials must be indexed and kept in order (do not delete anything, never)
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 39 © Dr Vojislav B Mišić
Selecting the Right Tools
Most important criteria:Whether the production artists are familiar with the
tool(s) selectedWhether the format used by the tool is compatible
with other tools
Availability and cost may be important for small projects: in large projects, the cost is never a big part of the overall budget
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 40 © Dr Vojislav B Mišić
Production Integration
Integrating content elements: usually the responsibility of programmer(s)
Project manager must overview integrationProject manager should make sure that no
content is forgotten or missingProblems of all types tend to multiply as the
delivery time is approaching
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 41 © Dr Vojislav B Mišić
Style guide
Necessary in order to create a product with a sense of integrity and unityUse of punctuation, grammatical conventions, use of
jargonsSamples, illustrations and templates for graphical
layoutGraphics production: standards used, layout templatesVideo productionSound productionConducting and attending production meetings
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 42 © Dr Vojislav B Mišić
Documentation
Different types of documentation may be needed, depending on the project
Both size and scope depend on the project and its intended audienceMass 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…
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 43 © Dr Vojislav B Mišić
Phase 5: Testing
Walking in user's shoes – before the user does so
Main questionsWhen to testWhat to testHow to testWhen to stop testing
But the crucial question is: can testing give us complete confidence in the product?
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 44 © Dr Vojislav B Mišić
More on testing
Different types of testing: functional, content testing, collateral materials testing, user testing
Different timing: alpha, beta, user testingTest plan with relevant information on
schedule resources testing environmentdeliverables
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 45 © Dr Vojislav B Mišić
Phase 6: Distribution
Activities related to:Preparation and duplication of physical mediaChoosing distribution options and channelsMarketingSales
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 46 © Dr Vojislav B Mišić
Options and Channels
Publishers Affiliated label program Self-publishing
Mail order catalogs Distributors Retailers Education and
government markets Content-specific stores Direct mail Bundling
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 47 © Dr Vojislav B Mišić
Marketing
Public relations – press releases, press kits, trade shows
PromotionsAdvertisingMeetings, presentations and negotiationsSales callsProduct demonstrations
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 48 © Dr Vojislav B Mišić
Phase 7: Follow-up
Development wrap-upMaintenanceTrainingDocumentationCustomer relationsPursuing additional opportunities
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 49 © Dr Vojislav B Mišić
Development Wrap-up
To determine the actual schedule and costs and compare them against the original estimates
To find out ways in which the process (and subsequent products) could be improved
In other words: how we did it, and what have we learned by doing it (that coul dhelp us fare better next time)
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 50 © Dr Vojislav B Mišić
Customer Support
Providing assistance to customers and clients in response to specific problems and inquiries
Internet helps here as well … Main activities:
maintenance training
Multimedia titles generally need little support
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 51 © Dr Vojislav B Mišić
Maintenance Classification
Maintenance: managing the operation and use of a product once it has gone into distribution
Different classifications possibleaccording to strategy (preventive vs. defensive)according to type of changes introduced (corrective,
perfective, or adaptive)
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 52 © Dr Vojislav B Mišić
Training
Teaching and educating an audience about the purpose and use of a product
Training equips users to be self-sufficient with a product – reduces users’ need for support
Consequently, training should reduce the cost of supporting the product
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 53 © Dr Vojislav B Mišić
User Feedback(What do they think of us?)
mail-back registration cardsonline customer comment formsdirect customer contact (e.g., by phone or
email)press reviews, andsales statistics
ISMT multimedia 2002 Lecture on Multimedia Application Development Lifecycle /Slide 54 © Dr Vojislav B Mišić
Pursuing additional opportunities
Some products are suitable for organizing user groups – some are not:Oracle user group makes senseEncarta user group does not (why?)
New versions or upgradesReuse of the content material in a different
publishing mediumCreation of companion products