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Multimedia software life cycle
What can you infer from this chart?
Many real world projects have cost overruns or fail
Software engineers need to learn how to build systems that are on time and within budget
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10
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30
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Cost overrun Successful Cancelled
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A software life cycle is a process
Involves activities, constraints and resources that produce an intended output.
Organized in some order or sequence to show the structuring activities as a whole
Uses resources, subject to constraints (e.g., a schedule or a budget)
Each stage has milestones and deliverables: project managers can use them to measure how close project is to completion
Each process activity, e.g., design, must have entry and exit criteria—why?
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A software process requires resources
What is the moral of the story about project managers and resources?
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Development Lifecycle stages
1. concept development2. requirements specification3. design4. prototype5. production6. testing and evaluation7. delivery
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1.Concept Development: A typical approach
Begins with an idea (Initial concept), refined by outlining its messages & objectives
Identifying a relevant theme for the multimedia title.
Brainstorming: who, what, why, where, when & how? Who? Audience analysis. Who is your audience?
ages, genders, backgrounds, experiences, attitudes, etc. Do you want to include or attract a wider audience? If so, be more
inclusive. What can you assume as background? What limitations might some of the audience have that need to be
overcome? What? Goals and Content Analysis
What material do you want to teach? What are the key concepts/skills that you would like the user to
master? What is the desired performance level for learning these
concepts/skills?
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Concept Development: A typical approach
Why? Needs Assessment What are the current
sources/methods/practices by which users learn these concepts/skills?
What are the results of these practices? How can these practices be improved by multimedia?
What areas of difficulty are users having? How could multimedia help?
Describe one or more scenarios for how learners will interact with your multimedia as use cases.
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Concept Development: A typical approach
Where, how and when? Deployment, resources and timeline. Where will your module be deployed?
Via CD-ROM or via the Web or both? How will your team utilize the
available resources? Schedule: when do you expect to
complete a design, a prototype, a testable program?
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Concept Development: A typical approach
Conceptualization involves availability of content Feasibility study
Plan what media types to be involved Estimate the time to do all elements ensure it is on schedule and within budget Locate and obtain permission for use of any materials created by others
Project briefWork a proof of concept that enables customers and developers to examine some aspect of a proposed system and decide if it is suitable for a finished product
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2. Requirements Specification System constraints:
Will run over the internet or on PCs under Windows or Unix/Linux.
Stakeholders: Identify, negotiate agreements with, coordinate, and
supervise any subcontractors Project schedule and milestones: use PERT or
GANTT chart? Individual assignment: Develop use cases that
show overall system behavior. Team assignment: the analyst will then develop a
requirements specification that satisfies the customer and show overall system behavior and its more interesting features.
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3. Design
Design is thinking, choosing, making and doing The design phase takes its input from the
specifications created in the analysis phase, and will output a detailed description so that the program may be physically created.
During the design phase, the objectives, presentation style, delivery platform, and the overall approach are finalized.
Details such as the design of each screen, the type of navigation to be used, the structure of the presentation, and the interactive characteristics of the interface are worked out.
Continue
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Story Board I
Never begin a multimedia project without first outlining its structure and content. How? Using story board
Story boards: is an expression of everything that will be contained in the program. That is a graphic outline describing the project in exact detail using
words and sketches for each and every screen image, sound, and navigation choices. Also describe colors, text, buttons,.....
Two approaches to create an interactive MM Design Detailed story board: used if another team will work out the
implementation Les detailed story board: used if the same team members
will be implementing the project The more planning on paper the better and easier it will be to
construct the project.
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Story Board II
project: date: screen: ___ of ___ links from screens:
links to screens: screen description:
functionality/interactivity: background: color schemes: text attributes: audio: video: stills:
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4. Prototype A prototype is a partially developed product that enables customers and developers to examine some aspect of a proposed system and decide if it is suitable for a finished product.
So it is a visualisation tool helps reveal problems at early stage helps clear up any misconceptions between designer and
customerNotice clarification works both ways – implies your commitment
to what the customer has seen
Different approaches paper based sketches computer based screen mock-ups شاشات نماذج interactive demos
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5. Production Activities in this phase include:
Content Research In-house development (photoshop, soundedit etc) External (commissioned or clip media?)
Copyright clearance
Graphics Development Selection of musical background and sound
recording Development of computer animation Production of digital video
Authoring tools (or programming) Media Integration director, frontpage, java etc
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Continue Production
Monitor all aspects of production to ensure it is on schedule and within budget
Organize review and testing of the product throughout development process
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Documentation
User documentation is a very important feature of high-end multimedia titles.
This includes:
Instructions for installing System requirement Developing acknowledgments Copyrights Technical support and other
information important for the user.
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6. Testing
Testing: make sure that the MM project meets its objectives and work as your client need User testing, user observations and
focus groups Correct minor errors revealed during
testing Make slight modifications needed for
running the production on other platforms
Burn the master and distribution copies of the CDROMs
Continue
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Continue Testing
Test schedule milestones: alpha, beta, acceptance Alpha:
Testing conducted internally by the manufacturer Takes a new product through a protocol of testing
procedures to verify product functionality and capability.
Beta: The second-stage test-version, which is distributed
free to a limited sample of users so that they can subject it to daily use and report any problems to the manufacturer.
After the "bugs" are fixed, the final version of the program is released to the general public.
Acceptance: Once the application is tested and revised, it enters the packaging stage. It could be burned into a CD-ROM or published on the internet as a website.
Continue
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Continue Testing
black box testing (functional testing) aims to test a program from the
specification
white box testing (structural testing) aims to test a program by concentrating on
the implemented code
Adapting to changing need revision and update documentation
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7. Delivery
Arrange for packaging, advertising, and distribution
A golden master (& packaging) is prepared and sent to the disc duplicator for replication.
Delivering: package and delver to end user
Settle any remaining details with the client
Continue
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Continue Delivery
Create an installation program, read-me files, user guide, and other documentation such as Installation information
Associated software Installation shell, Quicktime, fonts, adobe
acrobat etc Configuration management of the end user’s
machine
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Maintenance
What is your ultimate goal? Why should you plan for maintenance?
Would you like to see your project used?
How do you plan and develop for maintenance? Do the analysis and design right
85% of the cost of real world bugs occur during analysis/design
Why document as you go (not after-the-fact)? Use cases, scripts, well-commented code, delivery
manual (with use cases as a starting point) Why put your document on a web site?
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Continue Maintenance
This phase continues until the end of the project life cycle.
It includes user support, modifications and upgrades.
Maintenance must be: afforded high priority planned for from the earliest stages
of the development assigned to competent, motivated
staff 23
Continue Maintenance Maintenance: can take one of the following ways:
Corrective maintenance: Users will notice performance problems with software, such as
error messages coming on the screen or the program freezing or crashing
involves developing and deploying solutions to problems ("bugs") that arise during use of a software program
error correction (fixes) are provided by means of “patches” Adaptive maintenance: alterations to meet new specifications in
both Hardware (example change the speed of the processor) and
software developments. Software interacts with other software programs on a computer
or network, meaning changes in one program can require changes in other programs.
Perfective maintenance: No software program contains zero areas for improvement. Thus programmers will be working to improve the way a software
program functions or how quickly it processes requests.
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Evaluation of Educational Project I
Why evaluate multimedia educational materials? Depending on the nature of the evaluation you conduct, evaluation satisfies different goals:
To improve the multimedia product
To help assess the effectiveness of the instructional material
To improve your skills or the skills of your team in instructional media development
To improve the multimedia development process
To comply with requirements
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Evaluation of Educational Project II
Types of evolutions:1. formative evaluation
Evaluating in order to make improvements carried out during the development cycle information gained is fed back to influence the development
2. summative evaluation Judging the effectiveness of your instruction normally done on completion of the project to answer the
question have aims and objectives been met?
3. integrative evaluation carried out once application is being used has system as a whole been improved ?
Evaluation can be qualitative and quantitative
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Rapid Application Development
Design
RequirementsSpecification
Completion
ReviewEvaluate
Implement
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Relative costs to fix errors:
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Requir
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Desi
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Imple
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Test
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Main
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Cost
Cost to fix an error increases as it is found later and later in the software lifecycle
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Summary
Multimedia is a team effort and requires cooperation from the team member.
It also includes the step by step phase from start to finish to make sure the development runs smooth according to the time constraint and dateline.
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