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Multimedia Heritage Interpretation - Methodology Outline.
1. Introduction.

These notes briefly outline a development methodology suitable for multimedia heritage applications. Each of the major phases of the methodology will be expanded in later notes.

This methodology is specific to the design of multimedia heritage representations, and is the result of adapting common multimedia methodologies for historical and heritage purposes. As with any methodology, it may be used flexibly or slavishly. The methodology is set out as a sequence of major phases and steps within phases; these could be followed in strict order, but it is more likely that you will have to revisit and revise your early ideas in the light of later thinking. You should not use this flexibility to 'do what you like'; the methodology is a way of organising your thought, and is the basis of a disciplined design process - try and use it as such.

At many points in the methodology you will be assumed to be familiar with typical heritage sites and their presentational strategies, both in real and virtual space. A methodology can only organise a design process, it cannot substitute for the experience and investigation which is needed to give a design substance. The early steps of the methodology require that you have given yourself a broad familiarity with the heritage industry; this should be acquired through a mixture of reading and heritage visiting - when you do visit heritage sites, try and be a reflective visitor (analysing and internally criticising) rather than a passive consumer.

This methodology is a design methodology; it has nothing to say about the specifics of the implementation process, which require a knowledge of whatever packages are required to realise your design. The methodology does, however, encourage you to be precise about the resources (text, image, video, sound, animation) which you will need to realise your design. This should mean that you can be precise about exactly which tools you will need to realise your design, and what you will use those tools for.

This is the point at which you should have decided on the heritage collection, site or object that you will use as the basis for your individual assignment. You should also be planning to make an initial visit. Take this opportunity to sketch out the timescale available for your development and plan the major tasks you have to perform using the steps of the methodology below. Set yourself realistic goals and try and keep to them. Use a project diary, a flowchart or a Gantt chart to keep a check on your progress.

Methodology Phase 1: Strategic Design.
1.1 Theme and Genre.

Any multimedia heritage development has a theme - the historical object with which it is concerned. A clearly-defined theme is essential to a multimedia heritage development. A good design requires a thorough knowledge of the chosen heritage object and its context.

In addition to having an identified theme, a multimedia heritage experience should use, or if it is very innovative establish, a recognisable genre of heritage experience. A genre is a category of media artifact which employs characteristic codes. A good design requires a thorough knowledge of heritage genres.

1.2 Relationship with Audience.

As with any media artifact, a multimedia heritage development aims to strike a certain relationship, or set of relationships, with an audience. It is something that will give them particular sorts of experiences, and be used by them in a particular way. A designer must have a feel for an audience and how they think and act.

1.3 Intended Function.

A multimedia heritage development will, probably, be undertaken for very different reasons from the development of a heritage site in real space. The intended function of the multimedia development must be clearly defined at the outset of a project.

When you are doing your group assignment and visit your heritage collection, site or object make a note of the way it has been themed and presented toits audience (this may not be possible in quite these terms if you have taken some place or object that has not been given a 'heritage treatment'). Also note whether you feel it can or should be presented in some other way. Make a note of any opportunities for multimedia products that seem to present themselves. You should be able to make use of this experience when you do your individual assignment.

Methodology Phase 2: Conceptual Design.
2.1 Scope.

Simply identifying a historical object, as in Phase 1 above, does not identify the kind of historical treatment which it will receive in your multimedia development. A first approach to identifying this treatment will be to determine the scope of your development. Scope can be broken down into two components:

  • Historical Scope. The 'temporal window' which your development will open up - the historical periods which you intend to cover. This can be identified as a section, or sections, of a time line.
  • Cultural Scope. An indication of the 'depth' of the development for each of the periods which it covers, in terms of the cultural and social connections of your historical object which you intend to pursue.
2.2 Content.

You will need to make an inventory of the materials (text, image, video, sound, animation) which you will need to cover the scope of your project. This can be prepared as a descriptive list which can be keyed to points on your graphical representation of the scope of your development.

2.3 Narrative Structure.

A set of materials placed on a scoping diagram does not determine the kind of heritage experience which you intend to give. You need to give some idea of the kind of narrative in which these materials are to be placed. A wide range of narrative structures are available to a multimedia designer - wider than those available to the writer of a book, or the designer of a gallery. Careful use of this potential is key to the success of a multimedia heritage development.

In your individual assignment, this is likely to be the most difficult part of the exercise - implementation should be easy if you get this right.

This second phase of the development methodology will also be used in the group assignment. You will use it to develop the proposal that you are making for a multimedia kiosk, web site, etc. to deliver (in theory and imagination, not in practice unless you think you have a chance of some work experience!) to the management of your chosen site.

Methodology Phase 3: Multimedia Design.
3.1 High-Level Design.

During high-level multimedia design you should address the following issues:

  • selection from content (bearing in mind the low volume of information acceptable on each multimedia 'screen');
  • partitioning content into the elements which make up the narrative structure;
  • turning your narrative scheme into a practical multimedia navigation structure (which depends on the multimedia package you intend to use).
3.2 Low-Level Design.

During low-level multimedia design you should address the following issues:

  • graphic design: colour schemes, page layouts, navigational icons, etc.
  • text design: fonts, preparing texts of appropriate 'screen bite' size, etc.
  • encoding content: scanning and optimising images, selecting video and sound clips, preparing animations, etc.
Methodology Phase 4: Implementation.
4.1 Coding/Construction.

Code multimedia development using appropriate languages and packages.

4.2 Testing.

Test completed application against your design. If possible, test application on target audience and receive feedback.

4.3 Modification/Adaptation.

With test results and audience feedback, begin (probably endless) process of improvement and extension.

 
 
 
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