Friday 15 November 2013

week 4 (Multimedia Development process)

pada minggu keempat kami diminta memberikan penerangan tentang proses pembangunan multimedia

Multimedia Development Process
The multimedia development process consists of six main phases:
(a) funding
(b) planning
(c) designing
(d) producing
(e) testing
(f) marketing
Each phase has a number of activities associated with it and has its own characteristics. These
phases represent the process from the inception of an idea to the finished product. Companies very
often work on several projects simultaneously. The projects are at different phases for
predetermined periods of time.

FUNDING
Obtaining funding is a critical phase for most multimedia companies. There are a number of ways
they get funding:
(a) writing proposals to get a grant from public or private sources
(b) responding to "Request for Proposals" (RFP)
(c) joining competitions
(d) (4) obtaining contracts through personal contacts and/or referrals
(e) creating a prototype and then finding a company interested in developing it.
For most companies their work is through a contract with a client obtained by one or more of the
means mentioned above. The client can be a major publisher, a state or federal agency, or a
company. The project managers, executive producers, or owners often spend a considerable
amount of time writing proposals to respond to "Request for Proposals" and networking with other
interested parties. A well-written proposal not only presents a match between the goal of a funding
source and the developer, but also outlines a detailed plan and demonstrates a proven track record.
Important factors that could contribute to successful funding
(a) Small businesses often engage in publicizing their capabilities to promote their business.
(b) If a business finds a need for a particular product, it should take the initiative to contact relevant
companies, museums, or agencies to promote their ideas and get potential clients interested.
(c) You need to get the word out.
(d) Get to know people in the business and let them know that you are interested if a project comes
up.
(e) Producing quality work helps to establish a reputation so that the client may return in the future,
it is certainly advantageous when the product wins an award.

PlANNING
Once a contract is secured, a series of negotiations begins between the developer and the client.
(a) It is very important to discuss the ownership of the content, the project schedule, and payment
during the negotiation phase.
(b) The negotiation phase clearly defines the roles of a client and a developer from initial contact.
(c) Sometimes, the developer will receive the content from the client who owns the copyright of the
materials and other times the developer has to generate new materials from scratch.
(d) The developer and the client need to agree on the completion dates or milestones for various
phases to ensure the feasibility of the intended amount of work. The budget is discussed at this
point.
(e) The ultimate goal of a contract is to help maintain a favorable working relationship between the
client and the developer and to agree on roles and division of responsibilities.
(f) Based upon what the client wants, the development team begins to brainstorm, outline the
objectives, and decide on the presentation style, the delivery platform, and the approach to turn
the content into an interactive multimedia product. Often, these ideas are implemented in a
prototype, which is reviewed by the client to see if it satisfies its needs.

DESIGNING
Based upon the client's feedback of the prototype, various specification documents are developed
which provide detailed information on content, design, interface, and functions of the product.
Terms such as design document, functional specifications, and content script are used to refer to
different specification documents depending on the information and format provided by the
document.
(a) During the design phase, the objectives, presentation style, delivery platform, and the overall
approach are finalized.
(b) Details such as the design of each screen, the type of navigation to be used, and the interactive
characteristics of the interface are worked out.
(c) Flowcharts and storyboards are created to reflect these specifications.
(d) Detailed timelines are created and major milestones are established for the critical phases of the
project.
(e) The work is then distributed among various roles such as designers, programmers, graphic
artists, animators, videographers, audiographers, and permission specialists.

PRODUCTING
During the production phase instructional designers, graphic artists, animators, videographers,
audiographers, and permission specialists begin to develop scripts, artwork, animation, video, audio,
and interface. The production phase will run smoothly if the project manager has carefully selected
the team members, distributed responsibilities, and created realistic milestones in the production
schedule. Programmers begin to generate codes to put all the pieces together. Group discussions
are more common and frequent during the planning and designing phases; whereas, in the
production phase different roles will focus on their production tasks and meet only with the lead
instructional designer and project manager to evaluate what has been created.

TESTING
Unlike some traditional instructional design models in which evaluation occurs at the end of the
process, the phase of testing is usually continuous and repetitive. Formative evaluation occurs at
every phase and multiple times. The importance of having such continuous evaluation as a key
factor for ensuring the quality of the product is often stresses. Evaluation takes on different forms.
(a) Some forms used by developers include informal critiquing by members within and across the
teams within the company, on-going evaluation by the clients, and using focus groups and
surveys to get feedback from the end users.
(b) Depending on the nature of the product and the type of audience, different forms are used. It is
just invaluable to get feedback. Constant evaluation within the company and with the client
occurs more often than with the end users.
(c) Some companies use a four-step evaluation to measure major milestones for quality assurance:
prototype, beta, alpha, and final testing.
(d) Some clients tend to hire developers who know how to test for instructional value and who tend
to build testing into their budget in response to a RFP.
Because multimedia development is a complex process involving many skills and people, on-going
evaluation and revisions are critical steps that help ensure the success of the product. Although
multiple cycles of formative evaluation are used, summative evaluation seldom occurs. A lack of
funding and a lack of control over the product once delivered to the client are reasons given for an
absence of summative evaluation.

MARKETING
Marketing and support is important to the success of a product. The survival of a company
depends on the product reaching the audience.
(a) The elements of marketing include researching the industry, the audience, and the competition.
(b) Marketing also includes the responsibility for determining the pricing and coordinating the
advertising and public relations for the product.
(c) Practices for marketing and distributing the products vary from company to company.
(d) Most companies are not concerned with marketing because their clients usually hire them to
develop a product. When the product is completed, they deliver the product to their clients, who
are responsible for marketing and distributing the products. In such cases, the need for such a
product is presumably established by the clients and the distribution channels for the product have been determined

Selain itu,kami juga diminta untuk membuat tugasan Hari Ini Dalam Sejarah(HIDS)

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