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Controlling Implementation.The process of implementing a multimedia application which it is sensible to adopt depends very much on the size of the application, the kind of implementation technology used, and the project environment in which it is being developed (under contract to some third party, as an exploratory development in an academic environment, etc.). As a result, these notes will be restrict to general advice and sound principles applicable in most cases. Modularity.A key term in the development of any piece of software is modularity. This means the development of an application by constructing it out of a number of independent units that are put together to form the finished application. A modular approach gives your several advantages:
A modular approach to implementation mirrors the design process that we have already seen in our mapping and storyboarding approach. See how modular implementation follows a reversal of our design steps, we:
Using your ghost story application as an example, draw a diagram showing your design idea fanning out into modules, and then these modules being put back together to form the completed application. Annotate your diagram with a description of the actions that you had to take (packages, what you did in them) to produce your modules, and with a description of the testing and correction actions that you had to take to make sure they worked. Also, annotate your diagram with a description of the actions that you had to take to integrate your modules. Prototyping and Experimentation.The development of a multimedia application will very seldom follow a direct path from initial idea to final implementation. It is usually necessary to experiment with ideas, to try them out on users, and to be prepared to build several versions of an application as required improvements become apparent. It is a good idea not to do this in a haphazard way, but to plan for each prototype and learn lessons from it. This prototyping approach to application development can be envisaged as a kind of spiral - it circles out from an original design idea, through repeated applications of the development sequence, getting closer all the time to the final product. This spiralling should follow a disciplined pattern:
In our module assignments it is difficult for us to arrange a formal exercise that cycles around this process more than once or twice, since we don't usually have opportunities for user experimentation, and we are usually focusing on some specific implementation or development technique. It is, however, a good idea for you you to keep this process in mind as you develop your work - try and be your own user and evaluator, and make an explicit note of the aspects of your work you need to improve. Using your ghost story as an example, try and draw a 'spiral diagram' showing the versions and improvements that your finished page(s) went through, or are still going through. Could you have formalised this process so that it corresponded to the pattern above? If you had, what would the evaluations have said? what re-designs were carried out? |
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