Multimedia Applications - Introduction.

Multimedia Applications is split between two lecturers. This site covers the assignment, assessment critieria, and the parts of the module concerned with the methodical development of multimedia applications. The parts of the module concerned with the evaluation of applications is only minimally covered here, although you may find some useful links. The supporting materials for this part of the module are organised in the usual grey - green - blue scheme explained on the teaching home page.

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1. Notes and Supporting Materials.
Week 1 three dimensions web sites and books independent learning
Week 2 maps / storyboards readings independent learning
Week 3 assets readings independent learning
Week 4 implementation readings independent learning
Week 5 methodology readings independent learning
Week 6 analysing context readings independent learning
Week 7 content analysis readings independent learning
Week 8 high-level design readings independent learning
Week 9 low-level design readings independent learning
Week 10 implementation / testing readings independent learning
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2. Lecture and Tutorial Programme.
  Lecture Tutorial
Week 1 introduction and orientation 'ghost story' app - planning
Week 2 storyboarding - group exercises 'ghost story' app - storyboarding
Week 3 from storyboard to assets - group exercises 'ghost story' app - developing assets
Week 4 controlling implementation - readings 'ghost story' app - implementing sample page
Week 5 a simple development methodology - orientation assignment application - brainstorming
Week 6 contextual analysis - group exercises assignment application - contextual analysis
Week 7 content analysis - readings assignment application - gathering and analysing content
Week 8 design - orientation assignment application - content analysis (cont.)
Week 9 design - exercises assignment application - high-level design
Week 10 implementation and testing - orientation assignment application - low-level design
Week 11 troubleshooting and contingency assignment application - implementation / test
Week 12 troubleshooting and contingency assignment application - implementation / test
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3. Assignment.

The assignment for this strand of the module - the disciplined development process required to produce a high-quality multimedia application - is distinct from that for the 'evaluation' strand of the module. In this strand you are required to develop a prototype application and document that process carefully. The application follows on reasonably naturally from the initial familiarisation exercise; in the familiarisation exercise you will produce a fragment of a multimedia translation of a classic ghost story, in the assignment you will produce a portion of an 'annotated' classic text.

It is very common for publishers to produce multimedia companions to classic stories and plays. These are useful for students and also appeal to general readers, so they have a wide market and are generally inexpensive. Your task is to produce a prototype version of a multimedia companion to a few pages of a classic text (an edited section of the opening pages of Joseph Conrad's 'Heart of Darkness'). You will be given some initial notes on the text to get you going; but apart from that the kind of treatment that you develop is very much up to you. What matters is that whatever design decisions you make are well thought-out and documented.

To ensure that your design is well thought-out and documented, you should follow the step-by-step exercises included in the notes. We will work on these in lectures and tutorials, and it should be fairly easy for you to get a good mark as long as you attend and follow instructions.

You may use whatever implementation technology you wish to produce your prototype (that is one of your design decisions), but I would imagine that the majority of you would be likely to produce web pages produced with Dreamweaver. You need only produce 3 or 4 (dense and fairly interactive) screenfulls/pages of your prototype - but it should be documented in not more than 2000 words and 10 pages. Use diagrams, images, etc. to get your message across in your documentation.

Your prototype must fit on a 1.44Mb floppy, and both prototype and documentation must be handed in by the end of week 12.

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4. Assessment Criteria.

Approximately equal weighting will be given to each of the criteria below, but you should notice that they aren't fully independent. For example, you can't really produce a 'good' design for an application without a clear purpose, audience and objectives - since it isn't clear what you are trying to design. Equally, a convincing prototype can prove that an odd-looking design does actually work. Also, a prototype can't prove a design concept unless it has some substantial content - since the design exists to deliver content to the user. You should think of all of these criteria as interlinked to form something which will be judged as a package. Whilst I will treat this marking template as a checklist, there will also be some deeper assessment of coherence going on behind the checklist.

Application concept. The student should establish and document:

  • the purpose of the application, and its general nature
  • the intended audience of the application
  • the detailed objectives of the application (benefits for producer and consumer, constraints)
Comments:

 

Application content. The student should establish and document:

  • an overview of the content (expressed as a thematic map) of the application
  • appropriate storyboards for the application
  • a list of the major assets required by the application
Comments:

 

Application high-level design. The student should establish and document:

  • the overall architecture of the application (probably already done in storyboards)
  • the navigation model for the application (probably take from storyboards, and add more detail)
  • the design style adopted for the application (look and feel, influences, colours, etc.)
  • the implementation and delivery technologies appropriate for the application
Comments:

 

Application prototype. The student should build and deliver:

  • a prototype that validates the above design decisions
  • a prototype of appropriate size (3 or 4 dense interactive screens, maybe 8 static ones)
  • a brief evaluation of the prototype
Comments:
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