blue zone


 
Low-Level Component Design.

In multimedia projects focused on content, it is difficult to separate low-level design from implementation, since the construction of components will tend to be experimental and conducted in tools which allow for the easy mock-up and trial of design ideas. However, it is probably good discipline to follow a process such as the following:

  1. Test out your high-level design by constructing a prototype. This prototype should implement sufficient of the final, projected, application to ensure that the overall architecture, the design style and the technological base (implementation and delivery) are sound and appropriate. It should be possible to try out this prototype on members of the target audience.
  2. Evaluate your prototype and modify previous design stages if necessary.
  3. Before constructing any more of your application, make sure that you have all of your content worked out, gathered, and sifted into your design structure before returning to any implementation.
  4. Now move into an implementation activity using your prototype and modified design to guide you. This should be a fairly straightforward construction process ... you shouldn't really be rethinking design at this stage. If any radical, new ideas do strike you, they will probably have to wait for the next major revision of the application.

Here is a cryptic little saying, make of it what you will: the computer is to design what the microwave is to cooking. (Does this mean that it makes the process faster, or just produces fast, nasty results?)

Your assignment is only meant to go as far as constructing a prototype to test out your high-level design choices. You don't need to move back into design and then forward into a complete construction activity. The conclusions to your assignment will simply be a brief evaluation of the prototype you constructed.

 
 
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