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General | Design | Tools | Programming | From Practitioners
FROM PRACTITIONERS:
Tips from actual experts
in the field of of interactive multimedia,
including programmers, artists,
instructional designers, and project
managers.
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A WORD FROM THE
EXPERIENCED:
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GENERAL:
- Multimedia is not the
perfect solution for every
problem - you need to consider
if your presentation of ideas
and your final end product is
going to be benefited by using
this technology.
- Be able to say you're
sorry, you misunderstood, you
made a mistake. Be willing to
learn from your mistakes and
be willing to ask for help.
- Work on projects from
which you can have some degree
of care and respect. During
stressful times of long hours,
it will help to have a product
that you believe has some
value.
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WORKING ON A
TEAM:
- Multimedia is usually
developed in a team
environment. It requires a
team of specialists who can
hold onto the vision of the
final product and what is best
for the product as a whole.
You must decide which part of
the team suits you best.
- Keep communication
channels open.
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WORKING WITH A
CLIENT:
- Try to understand the
client's perspective. Do
everything you can to define
all the issues and goals
related to the product (i.e.
marketing considerations,
classroom configurations,
coordination with textbook
adoption, etc.).
- Set limits on the scope of
the product in the bid and in
the initial design documents.
This can easily turn into a
list of features that will not
be included. Try to find a
positive way to present the
limits so it doesn't come
across as negative.
- Make sure the client
understands that the cost of
changes goes up as you move
through the development
process.
- Set time limits on client
reviews so you can maintain
your schedule.
- Plan to do 2-3 versions of
each design document. Start
design documents with broad
strokes, get the client to
review each version, and move
toward greater levels of
detail with each iteration.
- Make sure all
decision-makers at the client
company review all design
documents.
- Get signed approval at
pre-defined points throughout
the development process. Make
sure the client understands
what is being approved as
final and what (if anything)
can continue to change.
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PLANNING:
- Remain flexible. Be
prepared to accept decisions
that you disagree with.
- The more planning up
front, the better, just like
any other project and most
anything you undertake in
life. The more you sort of
anticipate possible problems
and the more you plan for
things at the front - the
better is - because if your
problems accumulate at the
end, it becomes very difficult
to deal with. You want to try
to hit all of your problems
early.
- Planning, as much
preplanning as you can do,
will save you a lot of grief.
There is a 9 to 10 rule.
Supposedly when you have 10%
left to do, you really have to
do 90% of it - because that is
when the major problems
happen. So, try to stay ahead
of your schedule!
- Be realistic about time
when you are planning! Account
for problems to happen along
the way, so make your timeline
flexible.
- Plan time for revisions at
every phase of the development
process. Try to engender an
attitude among production
staff that revisions are
normal. Plan revision cycles
into the graphics and code
production schedules.
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DESIGN:
- Make the navigation and
interface of the program
effortless to use. Make the
interface functionality
obvious.
- Keep global navigation
(controls available on every
screen) separate from
screen-specific navigation or
controls.
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MEDIA:
- It's a visual medium.
Think visually and avoid
screens of bulleted or
scrolling text. Also, audio
can enhance a program
tremendously--but not
"wall-to-wall" narration.
Think of sound effects, music,
and limited narration for
emphasis.
- It's an interactive
medium. Think interactively.
"Check in" with students
frequently, have them do
something meaningful to
process the new content every
few screens, if not every
screen.
- Programs need to run well.
When they crash, perform
sluggishly, do erratic things,
it impacts credibility, to say
nothing of destroying the
learning moment.
- Design the interactive
experience all the way
through.
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PRODUCTION:
- This stuff is complicated
to produce. Don't
underestimate what it will
take to produce even a simple
CD-ROM or Web site. Start
small and build on your
successes.
- Begin script writing ASAP;
this will alleviate
bottlenecks later and force
the design to be thought
through and tightened up.
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TESTING:
- If you are creating
multimedia for multiple
platforms, test early on both
Mac and PC - whatever your end
platforms are going to
be.
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Resource : West, C. Farmer, J. &
Wolff, P. Instructional design: Implications from
the cognitive sciences. Needham Heights, MA.: Allyn
& Bacon.
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Multimedia Best Practices
University of Texas System
Comments to g.culp@cc.utexas.edu
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