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Chapter 3 - Project Planning & Evaluation :pencil2: (Conceptual…
Chapter 3 - Project Planning & Evaluation :pencil2:
Key Roles/Duties of Multimedia Professionals :silhouette:
Brainstorming using Card Sorting. For example: Creating a website create an index card for each heading, subheading, and feature for the website
A major duty of multimedia professionals is to "Think Outside the Box!"
Graphic designers create a wireframe for pre-visualizing the layout for a website
"The design process for a responsive website for Tomkat Charitable Trust began with rough sketches that went through several iterations of revision and refinement. Wireframes were then developed followed by a series of low-resolution paper prototypes. Once the final prototype was approved, work began on building the actual site" (Costello, 104).
As illustrated in this example, multimedia professionals consist of a team of people who draft and re-draft until the product is both user friendly and effective.
Effective Planning & Workflows :check:
"If you aim at nothing, you will hit every time" (Costello, 77)
Planning goes hand in hand with creativity.
I find this to be true especially within my working environment when we work as a team. Ideas are better cultivated when there are between 4-6 individuals brainstorming ideas.
Communication is key when planning. It is ultimately beneficial to gain feedback from your audience while planning effectively.
If feedback is never obtained, one usually begins to assume. This is present in the school system, when we continue to design professional development opportunities for teachers and never ask for their input.
Audience is referred to as "users"
When programming apps, we always refer to the audience as the user. Additionally, the screen they see is known as the "User Interface."
The User-Centered Design Model :silhouettes:
"UCD is the product of human-computer interaction and those who study the process and dynamics of computer-mediated communication (Costello, 93)
UCD occurs at my workplace. This is what I deal with each day.
The Three P's :smiley:
PRODUCTION
This is where the magic happens: Camera, director, crew, etc...
PREPRODUCTION
This is where you create a storyboard or plan (drawings, sketches, visualizations
POSTPRODUCTION
The assembly of the product
Conceptual Framework & Pre-visualization Tools :confetti_ball:
Understanding of users, tasks, & environments
In my opinion, what is most important here is the identification of a platform. So many programs are created for specific platforms and this is unfair to many students. For example, our students use Chromebooks, which may not utilize Flash Player properly. This affects many projects we try to accomplish with students.
Users are involved throughout design and development
The design is driven and refined by user-centered evaluation
Any product created should be tested by the user. This is how we will know if it is "user-friendly."
The process is iterative
This is an engineering term. One should never be satisfied with a "first draft." Projects should constantly change and be upgraded. That's why Apple does updates. They take user suggestions and make their products better. For example, the iOS notes app on iPhones did not always have a search option. Now they do!
The design addresses the whole user experience
The design team includes multidisciplinary skills and perspectives
Have you ever worked with an actual programmer? I have and it's really difficult! They are often single-minded with tunnel vision: "Create the code!" Within a team, there needs to be more than just the programmers. There needs to be people with common experiences to the users for whom you are creating