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Multimedia production Bo Fibiger Dept. of Information and Media Science Aarhus University
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The concept of design Ü Design as process - to design Ü Design as product - the design
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Modules The VISIONIK design process The MUST design process The communication design process
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VISIONIK Ü Means-end definition Ü Program proposal Ü Treatment Ü Story board Ü Demonstration model Ü Functional model Ü Prototyping Ü Test and implementation
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Means-End Definition Objectives defined by interviewing - the customer - the target group - relevant experts on the content Ü Description/decision on - the objectives - the medium - the target group - the cost
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Program proposal The conceptualisation phase Ü different synopsis tested against target group and user context Ü acceptance from costumer, editor, claimant Ü final synopsis
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Treatment A dramatisation of the synopsis Including details related to interaction and progression Ü Specific requirements for the product
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»Requirements 3 The objectives of the program 3 Definition of primary and secondary target groups 3 The content of the program 3 The treatment 3 Conditions for the development of the program 3 Time and action plans 3 Budget for the program 3 Organisational management 3 Implementation and distribution of the program
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Story boarding Detailed description of - the nodes - the links - the interaction - the interface Team work between experts on - content - narration - interface design
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Demonstration model Goal: To achieve the consistence and the decoding of the program Product: e.g. a slide show on the screen Evaluation group: - the production team - representatives from the target group
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Functional model A technical implementation of a limited part of the product to secure - the running of the program - the adequacy of the platform Ü Testing against the target group Ü Final specification of the product
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Prototyping - implementation - testing
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Implementation Final production and integration of - interface - texts - graphics - visuals - sound
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Advantages of the model Cost effectiveness for the producer: well-defined stages secure cost effectiveness and delivery time Functionality for the users: secured through involvement of the end user at all steps in the production
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Prototyping paper-based sketches paper based story-board/Pictive computer aided sketches/storyboard Wizard of Oz/slide show/video prototyping computer based scenario simulation computer based horisontal simulation computer based vertical simulation computer based full functionality simulation Greenberg
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The MUST model Six main design principles Five main activities
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Main design principles 4 Participation 4 Project management 4 Design as a communication process 4 Combining ethnography and intervention 4 Combining IT, organisation and user’s qualifications 4 sustainability
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Main activities 4 Project establishment 4 Strategic analysis 4 In-depht analysis of selected work domains 4 Developing visions of the overall change 4 Anchoring the visions
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Project establishment 4 Presentation rounds 4 Initial analysis of existing documents 4 Identification of critical success factors 4 Negotiations the conditions of the project 4 A hearing of all involved actors 4 Final project charter as basis for the steering committee and the design team
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Strategic analysis 4 Interviews of managers, IT manager, representative users, customers, suppliers 4 Observation of key activities 4 Analysis of strategic plans, IT strategies and market surveys 4 Information on the objectives of the third activity Ü Decisions on in-depth analysis
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In-depth analysis 4 Interviews and observations of directly affected users at all levels 4 Analysis of documents in work practice 4 Thinking aloud experiments 4 Future workshops 4 Workshops making collages and/or wall graphs Ü List of problems and needs related to IT
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Visons of the overall change 4 Visit to similar workplaces using MM 4 Future workshops 4 Design workshop 4 Sorting out design ideas 4 Data modelling 4 Moching-up and prototyping Ü Design report
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»Design report 4 Description of the suggested visions 4 Scenarios on future work process 4 Estimation of the costs 4 Plan for technical and organisational implementation 4 Plan for purchase/development of new IT systems 4 Plan for education/training of the users
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Anchoring the visions 4 Involvement of managers and steering committee 4 Involvement of the staff involved in technical and organisational implementation 4 Involvement of the end users who have to live with the consequences of the new system
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Basic rethorics inventio dispositio elocutio memoria actio conceptualisation implementation
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conceptualisation the information problem the objectives the target group information strategies project management
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The information problem A bus company as example precise definition bad image: political or public problem? organisational changes? information or organisational problem?
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The goals Teaching/learningTeaching/learning as an example educational settings: class room - distance learning - home based learning didactic goals: presentation - reflection - problem solving case studies - vicarious experience
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The target group The customer as target group cost effectiveness - artefact/profile - personality/identity The end user as target group - the romantic approach: the author - the user oriented approach: practices - the marketing approach: life style
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Targeting methods existing knowledge, e.g. pools questionnaires qualitative interviews focus groups observations
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Consequences Specific knowledge on the end users - the genre - the content - the structure - the navigation General knowledge on the end users - comprehensibility - aestethics - meaning
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Information strategies the defenceless user the obstinate user the problem solving user
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Problem solving users He/she can feel relevance versus no relevance of the information He/she can feel a need of information versus no need of information
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Basic strategies A. + relevance + need of information B. + relevance ÷ need of information C. ÷ relevance + need of information D. ÷ relevance ÷ need of information
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+ relevance/÷ need To support the need of information on the premises of the user, - the interface - the structure - the navigation
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÷ relevance/+ need To support the feeling of relevance - the benefits - the structure - the content - the interface
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Dispositio The content The navigation The interaction
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The content How the content can be modularised How the different modules can be interrelated Which codes are relevant Copyright Cost effectiveness
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The navigation Linearity Hierarchy Hypertext
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Linearity Peter goeshome
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Hierarchy Homo sapiens malefemale childgrown up
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Hypertext Peter at homemeeting goeshis dog in the gardentraining fetching a stick How many different stories can be told ?
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Interaction guided tour, browsing, exploration elastic media end user as subject or object
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Project management functional description an overall metaphor
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Goal orientation orientation design goal authoring programming
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Elucutio interface design narration navigation design interaction design
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Memoria storage distribution interaction techniques
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Actio Related to the user: - the environment Related to production: - implementation
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