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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 1 by Michael Kay The Web Wizard’s Guide to Flash
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 2 CHAPTER 8 The Flash Experience
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 3 Chapter Objectives Understand when and when not to use Flash Get orientated to the usability process Discuss the design flow for a project Provide a checklist of design practices to follow Point the way to improving skills
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 4 The Scope of a Project Not every web site is right for Flash Look at where Flash could enrich the site and where it may detract Consider other strategies such as traditional HTML and JavaScript There is no single rule for what is appropriate: look at the goals of the web site
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 5 Advantages of Flash Easy to use Precise control over type and composition When used effectively, Flash loads fast Vector-based: saves file size and scalable A medium for rich interactivity A well-know standard Not dependent on specific browser type
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 6 Disadvantages of Flash Requires a plug-in Text isn’t searchable like HTML text Limited accessibility for disabled people (but this is improving) Layout is not flexible like HTML Does not integrate well with other elements on an HTML page Does not work well with web browser’s back button and bookmark features
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 7 Design for Your Audience Does a tree fall in the woods if no one hears it? Does a web page need to exist if not one can use it? Usability is the process of developing something that your audience (users) can use Listen to your users User-centered design can include scientific testing or informal observations A usable site does not have to be a dull site – it can even be more fun to use
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 8 User-Centric Strategies Heuristics are general guidelines to consider Get feedback from colleagues Understand the intent of the web site and the makeup of the audience Create user profiles and scenarios Conduct user tests to learn about what works and doesn’t work; and why Your client is a resource Smaller projects can use simpler processes
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 9 Working in Iterations Start loose with sketches and storyboards Build a rough prototype first Get feedback from colleagues, users, and the client at each stage of the process Refine the movie, get more feedback, and refine it again Publish the movie on the web and test it again “live”
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 10 Good Flash Practices (1) Separate key parts of the movie into separate SWF files and HTML pages Provide clear navigation back home and to key areas Design an interface that your audience understands If printing is important, use the print() function Look at the context of the Flash movie amongst the rest of a web page and the site
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 11 Good Flash Practices (2) Test how the movie downloads and plays over a slower Internet connection Use plug-in detection to provide content for everyone Avoid gratuitous animations or “splash” pages Provide HTML alternative for informational web sites Give the user control over background music, unessential information, and pop-up windows
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Copyright © 2003 Pearson Education, Inc. Chapter 8 – Slide 12 The Road to Flash Mastery Practice makes perfect Collaborate with others Join online communities Consult resources Practice good practices Never be afraid to try something new Do some planning, but not too much
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