Professional Documents
Culture Documents
Is complex Involves a large number of people Takes a long time to develop Has deadlines to meet Has budget limitations Has user requirements
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Software production
Involves putting various components and media together Has a development timeline
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Design
Brainstorming Storyboarding Flowchart design Paper design Prototyping User testing
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Development
Media production Programming Debugging Final debugging
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Many real world projects have cost overruns Many projects fail altogether Software engineering seeks to find ways to build systems that are on time and within budget
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Analysis (needs/requirements)
Lopuck calls this stage brainstorming: who, what, why, where, when & how? Audience analysis: Who is it for? Needs analysis: Why develop it? Content analysis: What will it cover? Resource analysis: How and how much? Estimate: When will it get done? Where: platform, marketing and distribution? Use cases can help understand requirements
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Brainstorming
Involves
A group of 3 to 7 people
Design, programming, marketing
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Use Case: Buy a Product (A behavior that accomplishes a user goal) Actors: Customer, System 1. Customer browsers through catalog and selects items to buy 2. Customer goes to check out 3. Customer fills in shipping information (address; next-day or 3-day) 4. System presents full pricing information, including shipping 5. Customer fills in credit card information 6. System authorizes purchase 7. System confirms sale immediately 8. System sends confirming email to customer Alternative: Authorization Failure (At what step might this happen?) 6a. At step 6, system fails to authorize credit purchase Allow customer to re-enter credit card information and re-try Alternative: Regular customer (At what step might this happen?) 3a. System displays current shipping information, pricing information, and last four digits of credit card information 3b. Customer may accept or override these defaults Return to primary scenario at step 6 Each user function (button or menu choice) can be modeled by a use case
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So, how will you do requirements analysis for your multimedia project?
By Sunday: email me a tentative project title, subject teacher, team members and their tentative roles By next Thursday noon, February 7: 1. Brainstorm who, what, why, when, how questions 2. Write a high-level requirements specification 3. Write 1 or 2 uses cases describing sample behavior (flesh our more use cases for your UI design in March)
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Design
Whats the difference between analysis and design? Storyboards: design content as sequence of scenes or screens Scripts: design content in textual form Flowcharts: show navigational structure Why design in detail before programming? User interfacewhy a paper prototype?
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Storyboarding
Serves the purpose of illustrating a concept Doesnt need to be fancy or accurate Should show all the key screens or places
Places are a series of environments Places are not static like single frame screen shots
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Template | Multimedia Storyboard ............................................................................................. project: date: ............................................................................................. screen: ___ of ___ links from screens: links to screens:
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Flowchart
Flowcharts are used to design the structure and user interactions Storyboard shows the initial picture Flowchart links all the places Organisation Navigation Flowchart complements storyboards
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Paper design
Paper design is the blue print for a multimeida title Paper design covers
Structural design Software strategy Media production requirements User interface design
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Paper design
Paper design consists of the following documents Storyboards Flowcharts Indicating the architectural structure General navigation through the title Functional specification
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Functional specification
It is a walk through each scenario of the title
Frame by frame Details the action on the screen Illustrates how the user interacts with it Describes the buttons Names various media Sound, video, animation, graphics Describes the graphics in abstract terms Concentrates on functionality
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Implementation
How is multimedia development different from systems programming? Why is prototyping a good idea? Programming uses authoring tools Media development involves special tools for graphics, sound, video, etc. User testing, user observations and focus groups
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Prototyping
Prototype allows seeing all the design ideas and solutions in action
do the storyboards and flowchart work
separates good and bad ideas Gives real-world feedback Allows making changes before development starts
Mock-up prototype
Are developed using a friendly authoring tool
E.g. Macromedia Director Not necessarily the one used for final development Different tools perform differently
To show
User interaction Graphic style
User testing
It is an important part of design and development
Should happen throughout the lifecycle Is particularly important for checking the prototype Should involve a focus group Group randomly selected ordinary users Not the programmers themselves Should be videotaped/recorded Users interactions and reactions May be intimidating for some users
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Development
Development begins with media production Production of sound, video, animation, graphics Must happen to some extent before programming Stand-in media may be used
Not the final media but something suitable Takes time to create Not used in the final title
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Development
Programming begins when there is enough media
Usually an authoring tool is used Involves assembling all the media into a structure
As described in the paper design
A title is feature complete when all the places and actions are functioning
Followed by alpha, beta, and the golden master
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Development
When a title is feature complete, it is considered I alpha
It is testing time All the major features should be available Quality assurance testers find all the bugs Media production and programming continues All the crashing bugs are fixed Bugs that freeze up or crash the system
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Relative costs to fix errors: What can you infer from this graph?
80 70 60 50 40 30
Design Implementation
Cost
Testing
20 10 0
Cost to fix an error increases as it is found later and later in the software lifecycle
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Requirements
Maintenance
Development
When there are no more crashing bugs the title enters the beta stage
Testing continues There should only be minor bugs left to fix
Bugs are identified Priorities Fixed and fine-tuned
Development
When there are only a few minute bugs left in the title golden master is cut
Master CD/DVD is created CDs/DVDs are produced, packaged and distributed Minute bugs are fixed for the next release
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