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Multimedia Applications - Development Methodology Overview.
1. Introduction.

This document outlines a simple view of the development cycle suitable for beginners in multimedia. The model described here is simplified and very general. It would have to be greatly expanded for 'industrial strength' applications (see, e.g., my second year web design notes), and refined for different target technologies (both implementation and delivery). Also, since it focuses on the content of the major stages of development, rather than on the management of the overall process, it doesn't fully reflect the experimental, prototyping nature of much multimedia development. The development stages described below provide the main headings for the second part of your assignment. Each stage will be expanded to provide you with further sub-headings.

2. The Full Development Cycle.

We will mainly be concerned with the design parts of the cycle, and the implementation and testing of a limited prototype application (the aim of the module is to introduce ideas, you will be developing full applications later). To set our work in its full context:

  1. Project initiation - initial product concept, agreements with client, assembling project team, etc.
  2. Design - analysis of requirements, collecting and analysing content, designing architecture of system, etc.
  3. Implementation - staged, controlled, documented production of designed product.
  4. Testing - functional and end-user testing.
  5. Release/Publication - making the product available to the intended audience.
  6. Evaluation - assessing project, scheduling improvements, etc.

Although we will be focusing on the design, implementation and testing parts of the cycle, it is necessary to go through some 'project initiation' activities for our assignment. As stated in the assignment brief, the application is intended for the publishing industry; but the exact nature of the product is up to you. Imagine a scenario in which you are trying to 'pitch' your idea to a publisher for a multimedia version of Heart of Darkness. Write out the outline of a few 'bullet point' slides that you could use in your presentation. What is your product concept? who is it aimed at? what will make it attractive to them? what special features might it have? how quickly can you deliver a prototype? could you supply updated editions easily? what special skills do you have to sell? what related projects have you successfully completed in the past? Use your experience from the Midnight Express exercise to write your presentation.

3. Design Stages.

We will divide the design process up into four major stages. These are suitable for a student project - the emphasis would be different for an industrial project.

  1. Analysing context and design parameters - clarifying the nature of the product, for whom it is intended, and the constraints on the project.
  2. Content analysis and selection - determining the range of possible content, analysis of content, determining communication strategy, selection and structuring of content.
  3. High-level architectural design - identifying major components of the product, their inter-relationships and overall structure, navigation models, taking into account implementation and target technologies.
  4. Low-level component design - detailed structure of each component, control mechanisms, etc.
4. Prototyping.

Multimedia design and implementation cannot be expected to follow a smooth, linear path - although that is the rarely-achieved ideal. It is usual to construct a prototype after initial design to test out ideas. This is an abbreviated pass through the stages of implementation, testing and evaluation; it provides information on whether the design is sound and complete, and ensures that the implementation technologies are adequate to the task in hand.

 

 

 
 
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