Introduction to Multimedia Development - Introduction.

This module has six main aims:

  • to enable you to practise the development of multimedia applications of reasonable complexity
  • to give you experience of developing multimedia within a disciplined design and implementation framework
  • to give you experience of 'multimedia fieldwork' and the collection of materials from real locations
  • to give you experience of documenting multimedia developments
  • to enable you to develop skills in popular multimedia development tools (this year, we are using Flash 5)
  • to enable you to explore ways of designing a common kind of multimedia artifact: the kiosk which acts as a guide to a place or building
The design, implementation and documentation framework will be an extension of that which was introduced in 'Multimedia Applications'. You may have already had some experience of Flash 5; but this will be taught from first principles and no previous experience is assumed. We will be using Flash 5 slightly 'against the grain', as we will probably be embedding a large volume of bit-mapped graphics in our applications (photographs of places) and Flash is primarily a vector graphics package. The final aim means that you will be doing some 'field work' - visiting places and capturing sounds and images. This involves the formation and execution of a plan to capture materials effectively in a brief visit.

Teaching is based on these various skills. There will be sets of lectures on Flash 5, development methods, organising field work, kiosk design and representing places.

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1. Notes and Supporting Materials.
Week 1 notes web sites and books independent learning
Week 2 notes readings independent learning
Week 3 notes readings independent learning
Week 4 notes readings independent learning
Week 5 notes readings independent learning
Week 6 notes readings independent learning
Week 7 notes readings independent learning
Week 8 notes readings independent learning
Week 9 notes readings independent learning
Week 10 notes readings independent learning
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2. Lecture and Tutorial Programme.
  Lecture Tutorial
Week 1 introduction and orientation  
Week 2 the 'canal zone' project  
Week 3 digital pictures  
Week 4 kiosk structures 1  
Week 5 kiosk structures 2  
Week 6 kiosk structures 3  
Week 7 software engineering for Flash 1  
Week 8 software engineering for Flash 2  
Week 9 places and media 1  
Week 10 places and media 2  
Week 11 troubleshooting and contingency  
Week 12 troubleshooting and contingency  
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3. Assignment.
Introduction.
There are two parts to the assignment. Firstly, there is a common project to be completed before the Easter vacation. Secondly, there is a project of your own choice which must be completed at the end of the semester. In both cases you have a choice about the kind of kiosk which you produce, and this is defined by both the subject matter and the intended location of the kiosk. The kiosks will be implemented as a Flash 5 animations - these may be embedded in a web page or played through a stand-alone Flash player.
Task Specifications.
  1. Common Project. This involves constructing a kiosk to represent and to guide people around 'the Canal Zone' - the basin of the Chelmer and Blackwater Canal. This area is rich in history, it has many intriguing features, and it is also a site of intense development, high property prices and an expensive water front cafe. You can choose any or all of these features as your main focus; and you can choose one of the following locations for your kiosk: the site itself (you decide exactly where), the foyer of the public library, the local museum, an art gallery (e.g. the art display area at APU's Sawyers Building).
  2. Personal Project. Choose your own place - a shopping mall, a park, a visitor attraction of some sort, a development area, etc. you have complete freedom - and design a kiosk for it. Represent the place in any way you like, and place the kiosk anywhere you like.
It is difficult to specify exact volumes of multimedia material, but each project should not exceed more than 10 (dense, interactive) screenfulls. You will not be limited by volume (submit your finished work on a cd-rom attached to your documentation), but be careful about producing Flash animations that collapse under their own weight. The documentation of each project should not exceed 8 pages. Use a word-processing or DTP package to produce high-quality documentation. Your designs will potentially include certain hand-drawn elements - these must be scanned and included in your documentation as computer-based images.
Assessment Timetable.
The common project must be completed by the last week before the Easter vacation. The project should be demonstrated during tutorial time in that week, and the documentation handed in on that Friday. The personal project should be demonstrated during week 13 (the week after the end of the teaching period) and documentation handed in on the Friday of week 12.

 

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4. Assessment Criteria.

1. Process - Use of Development Methodology.

 
  • audience, purpose and objectives clearly set out - location and type of kiosk determined and design consequences derived
  • content assembled and subject to a selection process determined by overall design concept
  • content arranged in coherent themes, overall structure of kiosk informed by a thematic map
  • storyboarding used as appropriate to verify design concept, further verification by prototyping
Comments:  

 
 
  • overall s/w architecture of kiosk considered, attempt to break project down into manageable modules
  • practical navigation scheme designed - realises thematic structure
  • coherent and consistent look and feel developed, accords with chosen design concept, and draws on established design traditions
  • clear decisions made over range of technologies to be used, and consequences of these decisions worked out
Comments:
 

   

2. Product - Quality of Finished Kiosk.

 
 
 
Technical.
  • kiosk holds together - all buttons, animated sequences, etc. function as intended
  • reasonable range of technical features used (rollovers, pop-ups, animations of various types, sound, etc.) - in service of overall design concept
  • treatment of content items (images, sounds, etc,) appropriate
  • any evidence of advanced technical features and scripting (eg. innovative use of movie clips and object-oriented techniques, etc.)?
Cognitive.
  • overall design concept communicated clearly to user, kiosk suitable for intended audience
  • navigation model suitable for intended audience, and gives access to content via suitable cues and controls
  • detailed items of content relate to, and expand on, chosen design theme - and are comprehensible to chosen audience
Aesthetic.
  • design concept realised with a kiosk with consistent look and feel
  • overall colour scheme, layout, fonts, images, etc. are suitable for the chosen audience and location
  • content, navigation, dynamic effects, etc. are inventive and engaging (within the remit set by the kiosk's purpose and audience)
  • kiosk appears to have been constructed within an identifiable design tradition (which could range from 'popular' to 'high art' styles)
Comments:  
 
Grade Criteria:
  • a (70+): meets all or nearly all of check points, penetrating insight and surprising perspectives, elegant and economical expression of ideas, high degree of technical proficiency. A kiosk of this standard should be just about ready to be installed in its chosen location.
  • b (60+): meets nearly all check points, clear grasp of most issues, well-expressed ideas, technically effective with few flaws. Perhaps another prototyping cycle, and this kiosk should be ready for installation - a few technical, content or design improvements needed.
  • c (50+): fair coverage of check points but some omissions, principles are not always grasped clearly but work is coherent, some difficulties with expression of ideas, some technical weaknesses. A good basis for further design thought and a careful re-implementation; a usable kiosk should emerge.
  • d (40+): poor coverage of check points, does not seem to grasp underlying principles, poor expression of ideas, technically flawed. Has a few interesting features which could be developed into aspects of a usable kiosk; but is a long way from achieving this objective.
  • e (30+): has largely missed point of exercise, very thin framework holding ideas together, haphazard writing style, minimal technical capability.

  • f (29-): completely clueless, couldn't grasp an idea if it was fired into head with a gun, writes little more than drivel, technical shambles.

 

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