Question 1
Most
multimedia and web projects must be undertaken in stages. Some stages should be
completed before other stages begin, and some stages may be skipped or
combined. Here are the four basic stages in a multimedia project:
Planning and costing
A
project always begins with an idea or a need that you then refine by outlining
its messages and objectives. Identify how you will make each message and
objective work within your authoring system. Before you being developing, plan
out the writing skills, graphic art, music, video, and other multimedia
expertise that you will require.
Develop a creative graphic look and feel, as well as a structure and a navigational system that will allow the viewer to visit the messages and content. Estimate the time you'll need to do all the elements and then prepare a budget.Work up a shot prototype or proof of concept, a simple working example to demonstrate whether or not your ide is feasible.
The ease with which you can create materials with today's production and authoring tools tempts new developers to immediately move into production-jumping in before planning.This often results in false starts and wasted time and, in the long run, higher development cost.
The more time you spend getting a handle on your project by defining its content and structure in the beginning the faster you can later build it, and the less reworking and rearranging will be required midstream.
Think it through before you start! Your creative ideas and trails will grow into screens and buttons and your proof of concept will help you test whether your ideas will work.You may discover that by breaking the rules, you can invent something terrific!
Develop a creative graphic look and feel, as well as a structure and a navigational system that will allow the viewer to visit the messages and content. Estimate the time you'll need to do all the elements and then prepare a budget.Work up a shot prototype or proof of concept, a simple working example to demonstrate whether or not your ide is feasible.
The ease with which you can create materials with today's production and authoring tools tempts new developers to immediately move into production-jumping in before planning.This often results in false starts and wasted time and, in the long run, higher development cost.
The more time you spend getting a handle on your project by defining its content and structure in the beginning the faster you can later build it, and the less reworking and rearranging will be required midstream.
Think it through before you start! Your creative ideas and trails will grow into screens and buttons and your proof of concept will help you test whether your ideas will work.You may discover that by breaking the rules, you can invent something terrific!
Designing and producing
Perform each
of the planned tasks to create a finished product. During this stage, there may
be many feedback cycles with a client until the client is happy.
Testing
Test
your programs to make sure that they meet the objectives of your project, work
properly on the intended delivery platforms, and meet the needs of your client
or end user.
Delivering
Package
and deliver the project to the end user.
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