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MULTIMEDIA SYSTEMS AND APPLICATIONS Submitted to: Dr.

Russell Campion

Submission Date: 9th Dec 2005

MULTIMEDIA DESIGN METHODS There is a need for specific multimedia design methods because there are significant elements to consider in an application like Media, Navigation, and Interaction . And these elements when integrated become complex issues eg: in terms of media considering both static and dyanamic media we need to consider rules for the selection of these media along with the rules for integration of the above media . In reference to navigation we need to emphasize on a non linear design with consideration of information as nodes.Also we need to consider interaction technique

based on the selection of joysticks,3d mice and haptic arms etc which would be tailor made for interaction with our application. There have been many systems methods from 60s to 90s for basic information systems , textual,simple processing , focusing only on analysis and design . Early multimedia methods include : Bernsen , Sutcliffe and faraday Primitive task and media relationship general MM design ( after Vaananen ,1993) Overall both systems and multimedia methods lack consideration about interaction device non linear structure creation the facility to create multimedia interfaces , and guidance at development stage General MM Design (after Vaananen , 1993)
Preparation 1.Collection and editing of Multimedia Design 2. Design of media dependant , representation of information items,media combinations and information structures. 3.Design of Metaphors in the interface and design of interaction methods. 4. Implementation of methods for integrating information units (media resources) within the system,methods for structuring informstion , metaphors and interaction methods

Information Structure Design

User Interface Design

Realization (Programming)

Integration Linking Media

Sutcliffe and Faraday (1993)

Task Analysis

Attaching dialog acts

Selecting media

Media Resource model

Presentation Scripting

1.Involves building a user task model represented as Task Knowledge Structures 2.Attaches dialog acts to the task model using speech act theory and rhetorical structure theory 3.Media selection guidelines (targeted advice about selecting media),general heuristics and validating heuristics(describes media combinations) 4.Concerned with sequence and duration of presentation

TRIuMPh Method The method is divided into a four step architecture, considered mandatory to a successful multimedia method. The steps are: task model formulation, media selection and integration, interaction device selection and combination, and design of practical implementation issues.[1] Task model formulation forms an essential step that needs to elicit unrefined task information and form this into an organized model of the task procedure(s). It is important that the model created illuminates clearly the types of information that are present within each aspect of the task. Also as the application is multimedia based it is critical that the formed representation be converted to a non-linear form and include provision for navigation operators. TRIuMPh requires task analysis to create a task model. Task statement is generated to describe the task, along with a user profile gathering information on the systems prospective users. The task model is formed using Hierarchical Task Analysis (HTA). The created model is properly analyzed so that logical information groupings can be found and model can be created using a line technique to determine how groups of the task should be separated and grouped together. The method proceeds by creating a new representation from the HTA converting the logical information groupings into a non-linear model, and thus generating a desired multimedia model leading to a representation that enables the information groupings to be viewed as uniform elements of the proposed application. Navigational operators are added at this point to determine the sequence of interaction between the groupings through use of arrow notation, using forward arrows to illustrate forward navigation, and backward arrows to illustrate backward navigation. The numbers in brackets indicate the grouping to which a navigation link leads. Logical information groupings are carefully examined to enable information requirements to be attached in the form of 'information requirement identifiers'. For this each grouping main task aspect is identified, along with elements of that aspect which require particular emphasis which are then used to attach a set of initial identifiers to model the information needs of both the task issue and emphasis. The set of identifiers to do this consist of four types; A, B, C and D. The A-identifiers are used to illuminate specific information requirements that need to be shown by both the task and emphasis identified. B-identifiers are used to make evident desired attributes for media to meet . C-identifiers specify effects that will need to be applied to media selections.

The final set of identifiers, D-identifiers address additional design aspects of the interface. To record identifier information a frame is used. After initial identifier attachment done, the A-identifiers are refined through a re-examination activity which produces a definite set of A-identifiers by removing those that are classed as similar, or overlap. As a final part of the step detail on the intended computing platform, and operational environment is elicited.

Media selection and integration needs to have strong connection to the first identified step, taking the illuminated requirements and mapping these against suitable media. The step must also analyze media relationships when two or more media are to exist together within a single screen design. Segregated task model and A-identifiers are attached to guide media selection from a resource model for which each of the A-identifiers is referenced within the model to identify compatible media. from media representation compatibility documents list of media suggestions selections are made. After making media choices, there is more than one choice for a given task aspect, a trade off is completed to eliminate to a definite choice. Combinatorial analysis is done to examine if selections are compatible to coexist together in the proposed interface. Interaction device selection and combination is required to examine media choices made, and chose suitable devices to manipulate and interact with these. At this stage all media related issues are addressed and the developer has to focus on interaction device selection .So now selected medea are fed into an interaction device resource model and suitable devices retrieved making preferred choices while checking for suitability. In caseafter checking, there are found to be more than one device choices present a trade off is completed to eliminate to one device. Combinatorial analysis is then done to ensure that chosen devices have good interface coexistence compatibility producing a final set of devices for the interface design. Practical design and implementation is needed to transfer the decisions made into an application. Such a step must address issues of; metaphor design, testing and implementation as examples. The final step of TRIuMPh uses the media and interaction device specification produced to create the actual application. Two approaches are made available to the developer: firstly to generate an original design, or secondly to select an existing design template. The developer also decides at this point about including a theme metaphor in the design. If deciding to generate a new design a maximum media usage document is referred to giving guidance on maximum occurrences in a single screen design. The interface is planned in rough by generating initial sketches making it possible to determine if further prototyping is required, before final implementation. A clarification sub-step is included to investigate aspects of the design with a viewpoint to clarify possible problematic issues taking the form of; enhancement of initial sketches, creation of story-boards, screen mock-ups, or production of a prototype. With any enhancements completed the design is tested thoroughly to expose failings in order that they be remedied, before design selection and implementation occurs.

Task Model Creation

1.Task Model and Information Modelling

Media Selection 2.Media and Device Selection Interaction Devices Selection

Implementation

3. Design and Implementation

Figure:Flow of Stages in The TRIuMPh Method USE CASE Method Use Case modeling is a major technique developed as a part of Uniform Modeling Language (UML).UML is an Object Oriented Analysis and Design(OOAD) methodology developed by Grady Booch , Ivar Jacobson and James Rumbaugh and the Rational Software Company as a standard that integrates what were three previously competing styles of OOAD. Use Case modeling can be applied to identify the functional requirements of a system focusing on what functionality an existing system provides for and therefore is used during systems analysis . A Use Case model consists of two aspects : Actors and Use Cases. Actors: Individual users can have many roles in relation to the system but as users are considered to be external to the system they need not be modeled in detail. The focus of analysis is on the system functionality and not on the individual users. Actors are identified first in order to identify the Use Cases they can carry out.[2] Use Cases: Diagrams , description , development Use Case Diagram represents a sequence of related actions instigated by Actor . It represents the complete system function not individual parts or component action . It is used to diagrammatically represent all Use Cases associated with the system which is represented as a box . The Actors associated with the system are shown outside the box using stick figures the name displayed below each stick figure designates the role . Inside the box Use Cases are represented as elipses;the label below the elipses indicates the name of use case. Use Case Description : It is a language pattern that is designed to codify activity structure information in a form that is generalized for documentary purposes Therefore is the kind is of language pattern used for describing how something is done . The stages that constitute this kind of text pattern include a procedural aim followed by two or more instructional components.

Use Case Construction

Iteratively Developed

Develop Use Case

Amend Use Case

Test Use Case

MULTIMEDIA DESIGN TECHNIQUES


STORY BOARDING A storyboard is an expression of everything that will be contained in the program -- what menu screens will look like, what pictures (still and moving) will be seen when and for how long, what audio and text will accompany the images, either synchronously or hyperlinked. Typically, storyboards may be written documents and off-the-shelf storyboard pads for TV and video formats, adaptable for multimedia, are available.

Storyboarding need not take the considerable time that some think it does, depending on how one goes about it. And there are significant advantages to be considered. [3]

It helps catalyze feelings about the feasibility of the program idea. If the storyboard looks wrong, the program will too. Omissions may be spotted as a result of producing the storyboard. There is a document which everyone can point to as a common point of reference, enabling the design team (which includes the client) to say, 'Yes, that is what I meant', or 'No, we've a problem here'. The storyboard helps focus on the total content of the program, both from the point of view of the overall size of the program, and in discussing user interaction times. Problems may be spotted from the storyboard which may have proven more costly to correct at a later stage. A detailed storyboard can save time in project documenting, e.g., in the production of the product specification document.

Advanced planning can result in templates for content writer to work with. This speeds up the content-writing process and makes the production of the storyboard itself so much faster.

Measuring the true effectiveness of storyboarding is, of course, problematic. There is a lack of data from commercial developers, and questions must be asked of the reliability of what data is available. Few developers are keen to admit, or even measure, the costs of program revision arising from weaknesses in planning, -- increased costs being added to the client's bill or absorbed as acceptable loss of profit by the developer. But if storyboarding has a role to play in the design process then studying how to go about it the right way must influence product design; indeed, I would argue that, for complex multimedia products and in extended working teams, detailed storyboarding is essential.

MULTIMEDIA APPLICATION :- STOKE CITY GUIDE


The Multimedia Application designed as a part of my course work in Multimedia Systems Application Module is A City Guide of Stoke. As every city guide highlights information about the various resources of the city my application is highlighting the resources of the city from the point of view of an international student. The entire informations are provided to ease out the day to day necessities of a student who is new to the place and information has been provided about the various important landmarks or the various places of relevance for a student around the city. Firstly I would like to discuss the various media types I have incorporated in my application 1.Video:-video archive has been incorporated using Apple Quick Time for Windows 2.Sound:-The sound effects work as a background to the screens and are in the form of WAV files. 3.Annimation:- A few simple animation effects which have been achieved using tweening effects and to provide transitions in the transition channel 4. Text:-The text has been created using text editor of the Director 10.1 5.Graphics:-The Graphics have been edited using Adobe Photoshop Elements V 3.0 Now I would like to describe the screen designs for the 20 screens that are there in my application Screen 1 :- As in any multimedia application the first screen in my application acts as a home page that acts as an abstract to the application Screen 2 :-This screen provides a jest of hotels in Stoke . The user can click on any thumbnail to view the details of that very hotel. Navigational features includes a metaphor (Home Page) at the bottom to go to the home page Screen 3-6:- These screens provide description of the hotels. Navigational features include go to next screen (forward arrow) go back to previous screen (backward arrow) and go to home page Screen 7:- This screen provides information about the various modes of transportation available in Stoke including the bus stations and the railway station. Screen 8 :-This screen provides a jest of tourist attractions in Stoke . The user can click on any thumbnail to view the details of that very place. Navigational features includes a metaphor (home page) at the bottom to go to the home page Screen 9-12 :- These screens provides the details about the places of attraction. Navigational features include go to next screen(forward arrow) go back to previous screen (backward arrow) and go to home page Screen 13 :-This screen provides a jest of market places and the shopping centers in Stoke . The user can click on any thumbnail to view the details of that very market. Navigational features includes a metaphor (home page) at the bottom to go to the home page Screen 14-16 :- These screens provide details about the markets and the shopping centers. The details of the shopping centers and the facilities available are highlighted. Navigational features

include go to next screen(forward arrow) go back to previous screen (backward arrow) and go to home page Screen 17:- This screen provides information about the Staffordshire University .navigational features include go to home page. Screen 18:- This screen provides information about night life in Stoke where the various details of the night club are provided. Navigational features include go to home page. Screen 19:- This screen contains a video gallery of 4 videos which were made by me in Stoke. Navigational features include go to home page. Screen 20:- This screen has the Stoke City Road Map .navigational features include go to home page.

DESIGNING THE APPLICATION

TRIuMPh Method 1. Task Model Creation. Task Knowledge Elicitation technique used is group discussions and view existing systems Deciding on depth to complete task analysis where task is to create a an application of 20 slides Task model creation, Task here is to create a city guide to be beneficial to international students. Formation of logical information grouping like various hotels are grouped under one group etc. Attach information requirements the primary information needs like information about hotels, night clubs tourist attractions etc along with video footage, background music etc. Platform Details: This application is to be created on a Windows based platform using Director MX V10.1 apple quick time. 2. Media Selection The media selected for this application are:i. Pictures(bmp,jpeg,giff) ii Text iii Sound(wav) iv Videos(avi) The Screen in which the videos are there the background music had to be done away with . 3. Selection of interactive devices Since this application supports only clicking actions the most compatible interaction device is a mouse 4. Implementation i. Design Strategy: The Design Strategy has been kept simple ii Design Interface: Existing city guides have been referred to iii Integrate Metaphor and Navigation: forward arrow : go to next page(with similar content) backward arrow: go to previous page(with similar content) apple :go to main screen hyperlink text and pictures iv Produce Prototypes using storyboard v Testing of designs using Multimedia Software Evaluation List vi Selection of Final Design

Main Page

Background

Sound

Map

Hotels

Attractions

Transport

Night life

University

Videos

Market

Logical Groups

Hotels

North Staffordshire Hotel

Moathouse

Expressway Holiday Inn

Albion

Sounds

Background

Attraction s

Potteries Museum

Water World

Hanley Park

Alton Towers

Sounds

Background

Markets

Hanley Shopping Center

The Potteries

B&M Supermarket

Sounds

Background

Transport

Pictures

Text

Sounds

Background

University

Pictures

Text

Sounds

Background

Nightlife

Pictures

Text

Sounds

Background

Videos

Video 1

Video 2

Video 3

Background

THE HOTEL GROUP PROFILE

Moathouse

Pictures

Text

Sounds

Backgroun d

Expressway Highway

Inn

Pictures

Text

Sounds

Backgroun d

Albion

Pictures

Text

Sounds

Backgroun d

North Staffordshire Hotel

Pictures

Text

Sounds

Background

THE ATTRACTIONS GROUP PROFILE

Potteries Museum

Pictures

Text

Sounds

Backgroun d

Water World

Pictures

Text

Sounds

Backgroun d

Hanley Park

Pictures

Text

Sounds

Backgroun d

Alton Towers

Pictures

Text

Sounds

Backgroun d

THE MARKETS SUB GROUP

Hanley Shopping Center

Pictures

Text

Sounds

Background

The Potteries

Pictures

Text

Sounds

Backgroun d

B&M Supermarket

Pictures

Text

Sounds

Backgroun d

From the requirements analysis of the system it was found that the Application should provide for efficient and effective navigational techniques and also the user should be able to exit at any point of time, while keeping in mind that the screens should remain aesthetic. Keeping these requirements in mind Metaphors have been used for the navigational purposes as well as exit option. Metaphors provide the appropriate solutions for the above requirements.

PROTOTYPING THE APPLICATION STORY BOARDS THE TECNIQUE


1. Divide the story into its logical, nonlinear parts,

2. Decide what pieces of the story work best in video. 3. Decide what pieces of the story work best in still photos. 4. Does the audio work best with video, or will it be combined with still photos? 5. What part of the story works best in graphics? 6. Does the story need a map? 7. What part of the story belongs in text? 8. Make sure the information in each medium is complementary, not redundant. 9. Interactivity means giving the reader both input and control in a story. By making the story nonlinear, we can introduce an element of interactivity, because the user can choose which elements of a story to read or view and in which order.
THE Screen-shots from the Applications The Various Screen Shots of the Application has been provided below:

1.

MULTIMEDIA DESIGN INTENTIONS

Way to go: Stoke city guide is an informative multimedia application designed especially for international students. The application incorporates different types of media like text, icons, images and buttons, video clippings have been taken by me of the Stoke city using a digital camera and wave capture software has been used to record sound. The application is based on TRIuMPh Model and the prototype has been tested by the targeted users of the application, ie : International students. Being a student guide application, I tried to accomplish the following design intentions, their problems and solutions are: Easy Interface: The intention was to keep the interface as simple as possible so that all kinds of user- kids, old people, and people with basic computer knowledge can easily browse the application and visit their desired screen by just clicking a couple of buttons. This would make going around the application much simpler and efficient yet attractive. Easy Content : This meant keeping the content of the application easy so that it can be well understood by the users thereby the application could achieve the objective of being informative while being attractive.

The problem faced here was to simplify the complex details of the Stoke city and restrict the details to 20 slides. The solution of this problem was to choose relevant content from the tourist guide books and websites that were developed for tourists. Impressive Colors: The colors have always fascinated the humans, so in order to attract users and keep them holding to the application colors contrast schemes had to play a very essential role. The problem faced was to find an attractive background and color combinations that suited the theme of the application. First solution was in the form of background, secondly to get relevant color combinations; actual users were consulted in a casual interview, suggestions were incorporated in the application. 1.4 Fonts: This meant choosing the fonts that were simple and understandable in shape and size so that the users could feel that the application was entirely for them and could provide necessary information. The problem in finding different types of suitable fonts was not much. The fonts had to be attractive as well as stylish in appearance so that the users could feel that they were intended for them and the text editor had enough fonts to choose from.

1.5 Animations: One of the elements that is used is animation used is kept to minimum as it is an informative sight for tourists. The very little animation makes application impressive. While developing the application, I had to incorporate animation by using tweening effects in macromedia director which had to be incorporated keeping the in mind informative content of application. Easy to interpret navigation: This means that the users should easily interpret the contents of a screen by just seeing the button to the screen. For this I chose buttons that had image which conveys what it stands for. I had to plan the navigation thinking of myself as a tourist, so I decided to put the image of Home Page as button to go to home page along with forward and backward arrows to go back and forth. But the buttons with image and the required content were very difficult. To incorporate buttons as images with relevant content of the screen in my application, I downloaded such buttons by browsing various sites on the internet.

Theme Background: Since the application is related to guide the students, so I intended to put the relevant theme background etc so that it could give the real essence to the user. Audio / Video: The intention was to incorporate audio which could act as back ground music to slides. The Video clippings were taken visiting various places in Stoke and this was a big problem as this was always dull with fog. I attached Video files are linked with the application as they cannot be incorporated in the application like images using Macromedia Director. So, whenever the application has to be loaded in any computer than the Video files must have to be loaded along with the application. Finally, I succeeded in developing an application that was efficient and most attractive to its real users tourists.

APPLICATION TESTING
Systems development is an iterative process where the primary activities are: Develop Prototype

Test Prototype Amend Prototype This cyclic process is also known as Evolutionary Development Life Cycle(EDLC)[4] Two kinds of testing are follwed as the industry standards : (a)Alpha testing,(b)Beta testing Alpha testing is Testing of software at the developer's site by the customer. The stage before beta testing. Alpha releases are typically for internal circulation only and are passed among a select group of mock users-often just the team working on the project. These versions of a product are often the very first working drafts of the project, and they can have problems or to be incomplete. In alpha testing I found problems with the Lingo scripting and had to change them. While testing the system I also found out that I had not incorporated any means of exiting from the systems so I put in proper controls to quit the application as and when the user would like to. Beta testing is testing a pre-release (potentially unreliable) version of a piece of software by making it available to selected users with the same caveat that this software may contain errors, bugs. But at beta-level bugs are typically less virulent than alpha bugs. This term beta derives from early 1960s terminology for product cycle checkpoints, first used at IBM but later standard throughout the industry. In Beta testing I handed over my application to few of my colleagues. After running the application they found problems with the video clipping. After looking at the problem I recognized that the I did not provide them with the AVI files necessary for viewing the movie clips. Director as such does not import AVI clips it just puts a link to the original file so the AVI file should be made globally available to the application
Qualitative testing:

Applying the psychology of everyday things Transfer effects- comparing with other systems, the system developed has transfer effects. The functions provided are consistent throughout the system. Thus the system does not confuse the user of using the system. This system has positive transfer effect. Casualty- the function provided behaves in the manner perceived by the user e.g. the Back button function behave according to their name which is perceived by the user. Population stereotypes- the system developed respect the cultural values. The system developed is simple which does not address any particular culture or country. The stress has been given to consider the whole world as a single place with one culture. Visible constraints. The user has been given some shortcuts such as skip button in the introduction. This is very helpful for all the users. Conceptual model- the conceptual model is matched with users mental model. The participatory design developed in the early stage is shown to the user. He understood whole of the system

design. The design is also shown to a novice user, she understood the system and she had given some suggestion. Which have been implemented in the system in the later stages of design. Now the system has been defined for almost all users. Mapping stress has been given to make mapping clearer. The text provided in every screen is relevant to the screen. This application was created to aid tourists in discovering Stoke , The application therefore had to be left as uncomplicated as possible because this application is targeted towards a wide range of users. I had made it a point to check out all the Stoke Guides available online to ensure that my applications were upto the market standards. Being a simple interface this application can be used by one and all . To test the usability of the system I had given the system to a few kids in the age group of 5-10 and from the surveys conducted by me I found out that they did not have much problem in traversing through the application

References:

[1] Russel campion , Multimedia Research Paper. [2] Dr. Marcus M Keane, resource document accesed from the website, http://www.ucc.ie/iruse/papers/osullivan-restore.pdf as accessed [1st December, 12:45] [3] Adrian Mallon, 1995, Storyboarding Multimedia, as accessed from website
http://ourworld.compuserve.com/homepages/adrian_mallon_multimedia/story.htm [accessed on 2nd December]. [4] deakin University Server, http://www.deakin.edu.au/~agoodman/scc110/lecture25.pdf as accessed on [31st November]

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