Multimedia Unit V
Multimedia Unit V
Before you begin a multimedia project, you must first develop a sense of its scope and
content, letting the project take shape in your head as you think through the various
methods available to get your message across to your viewers. Then you must develop
an organized outline and a plan that is rational in terms of the skills, time, budget,
tools, and resources you have at hand. Proper project planning is as important as
planning the layout and content. Your plans should be in place before you start to
render graphics, sounds, and other components, and you should refer to them
throughout the project’s execution.
Plan for the entire process: beginning with your first ideas and ending
with completion and delivery of a finished product.
It is, of course, easiest to plan a project using the experience you have
accumulated in similar past projects. Over time, you can maintain and
improve your multimedia-planning format, just like a batch of sourdough
starter. Just keep adding a little rye and water every time you do a project,
and the starter for your next job gets a bit more potent as your estimates
become tempered by experience.
Idea Analysis
The important thing to keep in mind when you are toying with an idea is
balance. As you think through your idea, you must continually weigh your
purpose or goal against the feasibility and cost of production and delivery.
Use whiteboard, notepaper, and scratch pads as you flesh out your idea,
or use a note-taking or outlining program on your computer. Start with
broad brushstrokes, and then think through each constituent multimedia
element. Ultimately, you will generate a plan of action that will become
your road map for production.
Who needs this project? Is it worthwhile? Do you have the materials at hand to
build it? Do you have the skills to build it? Your idea will be in balance if you have
considered and weighed the proper elements:
■ What is the essence of what you want to do? What is your purpose
and message?
■ Who is your intended audience? Who will be your end users? What
do they already know about the subject?
■ Is there a client, and what does the client want?
■ How can you organize your project?
■ What multimedia elements (text, sounds, and visuals) will best deliver
your message?
■ Will interactivity be required?
■ 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 your project? Is it
enough?
■ How much storage space do you have? How much do you need?
■ What multimedia software is available to you?
■ What are your capabilities and skills with both the software and the
hardware?
■ Can you do it alone? Who can help you?
■ How much time do you have?
■ How much money do you have?
■ How will you distribute the final project?
■ Will you need to update and/or support the final product?
Pretesting :
If you decide that your idea has merit, take it to the next step. Define your
project goals in greater detail and spell out what it will take in terms of
skills, content, and money to meet these goals. If you envision a commer
cial product, sketch out how you will sell it. Work up a prototype of the
project on paper, with an explanation of how it will work. All of these steps
help you organize your idea and test it against the real world.
Task Planning :
Prototype Development :
Once you have decided that a project is worth doing, you should develop
a working prototype. This is the point at which you begin serious work at
the computer, building screen mock-ups and a human interface of menus
and button clicks. Your messages and story lines will take shape as you
explore ways of presenting them. For the prototype, sometimes called a
proof-of-concept or feasibility study, you might select only a small
portion of a large project and get that part working as it would in the final
product. Indeed, after trying many different approaches in the course of
prototyping, you may end up with more than one viable candidate for the
final product.
Alpha Development:
As you go forward, you should continually define the tasks ahead, because
just as if you were navigating a supertanker, you should be aware of the
reefs and passages that will appear along your course and prepare for them.
With an alpha stage prototype in hand and a commitment to proceed,
the investment of effort will increase and, at the same time, become more
focused. More people may become involved as you begin to flesh out the
project as a whole.
Beta Development:
By the time your idea reaches the beta stage of development, you will have
committed serious time, energy, and money, and it is likely too late to bail
out. You have gone past the point of no return and should see it through.
But by now you have a project that is looking great! Most of the features
are working, and you are distributing it to a wider arena of testers.
In fact, you are on the downhill slope now, and your concern should be simply
successfully steering the project to its well-defined goal.
Delivery
By the time you reach the delivery stage, you are going gold—producing
the final product. Your worries slide toward the marketplace: how will your
project be received by its intended audience? You must also deal with a
great many practical details, such as who will answer the support hotline
and run the live chat desk, or whether to co-locate a server or trust the
current ISP to handle the predicted increased volume of hits. The alpha,
beta, and final gold stages of project delivery for CD-ROM, DVD.
Scheduling:
Once you have worked up a plan that encompasses the phases, tasks,
and work items you feel will be required to complete your project, you
need to lay out these elements along a timeline. This will usually include
milestones at which certain deliverables are to be done. If you are
working for a client, these are work products that are delivered to the
client for approval. To create this schedule, you must estimate the total
time required for each task and then allocate this time among the number
of persons who will be asynchronously working on the project (see, for
Example) Again, the notion of balance is important: if you can
distribute the required hours to perform a task among several workers,
completion should take proportionally less time.
In scheduling for a project that is to be rendered for a client, remem
ber that the client will need to approve or sign off on your work at various
stages. This approval process can wreak havoc with your schedule since it
takes time and depends upon factors beyond your control. Perhaps more
important, the client feedback may also require revision of your work. In
order to protect yourself from a capricious client, you need to have points
during the project for client sign-off on the work, meaning that he or
she has approved the work to that point. If the client changes his or her
mind later in the process, then any revisions of the previously approved
materials would require a change order, meaning that the client agrees
to pay the additional costs for making the changes, rather than your hav
ing to eat that unbudgeted cost out of your profit margin.
Estimating:
You then control your costs by fine-tuning known expenses, like negotiating
deals on flour and sugar in quantity, installing more efficient ovens, and hiring
personnel at amore competitive wage. In contrast, making multimedia is not a
repetitive manufacturing process. Rather, it is by nature a continuous research
and development effort characterized by creative trial and error—a
“trying” experience, as described previously. Each new project is some
what different from the last, and each may require application of many
different tools and solutions. Philosophers will counsel you that experi
ence is something you get only after you need it!
The backbone of the proposal is the estimate and project plan that
you have created up to this point. It describes the scope of the work. If the
project is complicated, prepare a brief synopsis of both the plan and the
timetable; include this in the overview. If there are many phases, you can
present each phase as a separate section of the proposal.
Table of Contents
Target Audience
All multimedia proposals should include a section that describes the target
audience and target platform. When the end user’s multimedia capabilities
have a broad and uncertain range, it is crucial to describe the hardware and
software delivery platform you intend to provide. For instance, if your project
requires a special browser plug-in, you will need to adjust your multimedia
strategy by revising the design or by requiring the end user to download
the plug-in. Some clients will clearly control the delivery platform, so you
may not need to provide detail regarding system components.
Creative Strategy
Project Implementation
A proposal must describe the way a project will be organized and sched
uled. Your estimate of costs and expenses will be based upon this descrip
tion. The Project Implementation section of your proposal may contain
a detailed calendar, PERT and Gantt project planning charts, and lists
of specific tasks with associated completion dates, deliverables, and work
hours. This information may be general or detailed, depending upon the
demands of the client. The project implementation section is not just about
how much work there is, but how the work will be managed and performed.
You may not need to specify time estimates in work hours, but rather in the
amount of calendar time required to complete each phase.
Budget
The budget relates directly to the scope of work you have laid out in the
project implementation section. Distill your itemized costs from the project
implementation description and consolidate the minute tasks of each
project phase into categories of activity meaningful to the client.
Designers must work closely with producers to ensure that their ideas
can be properly realized, and producers need to confirm the results of
their work with the designers. “These colors seem to work better—what
do you think?” “It plays smoother now, but I had to change the animation
sequence . . .” “Doing the index with highlighted lines slows it down—
can we eliminate this feature?” Feedback loops and good communication
between the design and production effort are critical to the success of a
Project.
Designing:
The design part of your project is where your knowledge and skill with
computers; your talent in graphic arts, video, and music; and your ability
to conceptualize logical pathways through information are all focused to
create the real thing. Design is thinking, choosing, making, and doing. It is
shaping, smoothing, reworking, polishing, testing, and editing. When you
design your project, your ideas and concepts are moved one step closer to
reality. Competence in the design phase is what separates amateurs from
professionals in the making of multimedia.
Designing the Structure:
How you organize your material for a project will have just as great an
impact on the viewer as the content itself. Since the explosive growth of
the World Wide Web and proliferation of millions and millions of multi
media-capable HTML documents that can be linked to millions of other
similar documents in the cyberspace of the Web, your designs and inven
tions may actually contribute to the new media revolution: other creators
may discover your work and build upon your ideas and methods.
Navigation :
Mapping the structure of your project is a task that should be started early
in the planning phase, because navigation maps outline the connections
or links among various areas of your content and help you organize your
content and messages.
A navigation map (or site map) provides you with a table of contents as well
as a chart of the logical flow of the interactive interface. While with web sites a site
map is typically a simple hierarchical table of contents with each heading linked to a
page, as a more detailed design document your map may prove very useful to your
project, listing your multimedia objects and describing what happens when the
user interacts.
Just as eight story plots might account for 99 percent of all literature
ever written (boy meets girl, protagonist versus antagonist, etc.), a few basic
structures for multimedia projects will cover most cases: linear naviga
tion, hierarchical navigation, nonlinear navigation, and composite
navigation. Figure 10-1 illustrates the four fundamental organizing struc
tures used in multimedia projects, often in combination:
■Composite Users may navigate freely (nonlinearly) but are occasionally con
strained to linear presentations of movies or critical information and/or to
data that is most logically organized in a hierarchy.
Structural Depth
When you design your navigation map, it helps to think about surface
structure—to view the product from a user’s perspective. Surface struc
tures are of particular interest to marketing firms in tracking users’ routes
through a web site to determine the effectiveness of the site’s design and to
profile a user’s preferences.
The architectural drawings for your multimedia project are the story
boards and navigation maps. The storyboards are married to the naviga
tion maps during the design process, and help to visualize the information
architecture.
A simple navigation map
Designing the User Interface:
Audio Interfaces:
Storyboarding a Project
The source material (all that was available) practically sorted itself into
logical groups: a pile of old photographs, a magazine article and news
paper clippings, engineering drawings, official documents, and some
recorded sounds. The first storyboard was a simple hierarchical structure
with branches to each subject area.
PRODUCTION:
Production is the phase when your multimedia project is actu
ally rendered. During this phase you will contend with important and
continuous organizing tasks. There will be times in a complex project
when graphics files seem to disappear from the server, when you forget
to send or cannot produce milestone progress reports, when your voice
talent gets lost on the way to the recording studio, or when your hard
disk crashes. So it’s important to start out on the right foot, with good
organization, and to maintain detailed management oversight during the
entire construction process.
Starting Up
Before you begin your multimedia project, it’s important to check your
development hardware and software and review your organizational
and administrative setup, even if you are working alone. This is a serious
last-minute task.
Working with Clients
Making multimedia for clients is a special case. Be sure that the orga
nization of your project incorporates a system for good communication
between you and the client as well as among the people actually building
the project. Many projects have turned out unhappily because of commu
nication breakdowns.
It’s important that the client be able to easily review your work. Remember
that either you and the distant site need to have matching data transfer
systems and media, or you need to provide a web or FTP site for your
project. Organize your system before you begin work, as it may take some
time for both you and the client to agree on an appropriate system and on
the method of transportation.
Tracking
Organize a method for tracking the receipt of material that you will incor
porate into your multimedia project. Even in small projects, you will be
dealing with many digital bits and pieces.
Develop a file-naming convention specific to your project’s struc
ture. Store the files in directories or folders with logical names. Version
control of your files (tracking editing changes) is critically important, too,
especially in large projects
Copyrights
Content can have low and high production value. If you hire a team
of professionals to shoot your wedding video, and then they digitize images
and audio clips at broadcast quality, your content will have high production
value.
Acquiring Content
Content acquisition can be one of the most expensive and time-consuming
tasks in organizing a multimedia project. You must plan ahead, allocating
sufficient time (and money) for this task.
■ If your project describes the use of a new piece of robotics machinery,
for example, will you need to send a photographer to the factory for
the pictures? Or can you digitize existing photographs?
■ Suppose you are working with 100 graphs and charts about the future
of petroleum exploration. Will you begin by collecting the raw data
from reports and memos, or start with an existing spreadsheet or data
base? Perhaps you have charts that have already been generated from
the data and stored as TIFF or JPEG files?
■ You are developing an interactive guide to the trails in a national park,
complete with video clips of the wildlife that hikers might encounter
on the trails. Will you need to shoot original video footage, or are there
existing tapes for you to edit?
When a work is created, certain rights, such as for the work’s public display
or performance, its use in a broadcast, or its reproduction, are granted to
its creator. Among the rights most relevant to a multimedia producer are
electronic rights—the rights to publish a work in a computer-based
storage and delivery medium such as a CD-ROM or on the Web. Since
the late 1980s, investors in the multimedia marketplace have been quietly
purchasing electronic rights (the right to reproduce works in electronic
form) to the basic building blocks of content—including films, videos,
photographic collections, and textual information bases—knowing that in
the future these elements can and perhaps will be converted from their
traditional form to computer-based storage and delivery