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CSc 332: Multimedia Design and Development Life Cycle What is the relationship between the size of a program

& the time it takes to develop it? Would you say the size to time relation is linear, polynomial, or exponential? Why? Real world software projects involve teams of programmers Software engineering is multi-person construction of multi-version software If you program for a living, youre more than likely going to be working on a team herein lies much of the comple!ity"# Whats the relationship between program size and number of people involved? Why? herein lies much of the comple!ity o getting machines to understand humans is hard enough, o let alone getting people to understand each other$ How does multimedia affect the life cycle, especially multimedia e learning? o hink about the different roles involved% graphics designers, instructional designers, subject matter e!perts, "# o &oftware development involves a lot of communication between various human stakeholders with different perspectives on a problem# o !"W, make sure you have key role#s$ filled for your pro%ects& o ' '(, )ultimedia development benefits from use of high level authoring tools &oftware engineers recogni*e stages in the history or lifetime of a software product +evelopment is analogous to conception and childhood operation and maintenance to adolescence and adulthood, and retirement--to mi! metaphors--is the sunset of a programs life ,&how first few screens of -)s &oftware .ife /ycle#0 &tages of the traditional waterfall software life cycle% Requirements Analysis-- Design-- Coding-- !esting-- Delivery-- Maintenance 1rogresses from one stage to the ne!t only after previous stage is complete 2ravity only allows the waterfall to go down3 its very hard to swim upstream 4t least, this is the ideal$ Why would corporate manager types like this development model? It certainly would be simpler and cheaper to minimi*e the possibility of change$ )any software shops associate different people with different stages% o a systems analyst does analysis 5and possibly design6, o programmers do the coding and testing, etc# 's something like this more realistic? he reality is that not only does software change, but change happens during the process he life cycle process is not strictly linear, but allows for cycles% iterative and incremental 7ear in mind, however, that more cycles mean more costs# he reality is that not only does software change, but change happens during the process 4 user may want to change the re8uirements 5just a little$6 4 realistic life cycle process is not strictly linear, but allows for cycles3

4 modern software life cycle develops rapid prototypes early in process o http%::www#cse#lehigh#edu:;glennb:oose:figs:pfleeger:waterfall1rototyping#jpg% his variation of the waterfall model adds with prototyping as sub-processes 4 prototype is a partially developed product that enables customers and developers to e!amine some aspect of a proposed system and decide if it is suitable for a finished product# <#g#, for the /I)<. project, we developed a prototype user interface o http%::www#cse#lehigh#edu:;cimel:2raphics:/imel1rototype#jpg o =e asked potential users and domain e!perts to review the prototype o 4 review panel then summari*ed their findings and made recommendations o =e now have an alpha version of the interface, which I hope is better% o http%::www#cse#lehigh#edu:;cimel:2raphics:/imel4lpha#jpg )ultimedia changes the life cycle or timeline somewhat o >aughan gives lots of practical advice about planning and costing a project o .opucks timeline 5p# ?6 refines design and development stages for multimedia o Whats different? Why brainstorming instead of analysis? o Why build in prototyping & user testing? o Whats different during development? 5media production6 o (ow might e-learning further change the life cycle@ 5&ee +riscolls 4++I< model#6 Analysis: =hat is the problem or re8uirements@ Instructional designers call this needs assessment# o <mphasis on "#at the problem is rather than #o" to solve it# o .opuck calls this stage brainstorming% figure out who, what, why, where, when and how@ o In addition to needs assessment and content analysis, determine what resources are needed o 7oth >aughan and .opuck point out that marketing and distribution plans need to begin here Design: (ow to solve the problem@ Whats the difference between analysis and design? he design stage shifts to how to solve the problem, though not in terms of implementation details or a particular programming language A storyboards develop first thoughts about a titles content and structure--see .opuck, 9B-9C scripts, flowcharts and paper design--see .opuck, 9C-9D flesh out storyboards by describing all the content and interactivity in detail Instead of scripts, .opuck talks about flowcharts--see pp# 9C-9E# Development% Implement a solution .opucks timeline advocates developing an early, rapid prototype Why would a rapid prototype be a good idea for a multimedia pro%ect? 5user testing6 Why might a rapid prototype be easier for multimedia than for, say, systems software? 4ctivities of multimedia development% media production% creating or ac8uiring graphics, video, sounds, animations# =hy is media production a separate activity from programming@ programming in an authoring environment or conventional programming language !esting and de$ugging: debugging% progressing from alpha to beta stage final debugging and deployment Delivery and maintenance: C

How does delivery via () *+, vs- Web change this activity somewhat? he life cycle of a students program typically ends at this point, but### he life time of a program for a for real world application, however, is just getting started )aintenance of software involves four different kinds of activities% corrective maintenance--fi!ing errors found by users after delivery3 e#g#, web pages not linking correctly, 4uthorwares pattern transition bug on some machines adaptive maintenance--adapting to environmental changes, such as a new '&3 e#g#, should we port -) to )acIntosh, possibly using &hockwave@ perfective maintenance--improving the behavior or performance of a system3 e#g#, shortening initial load time of -) by breaking up the program3 adding more web page links in the content3 preventive maintenance--increasing a systems future maintainability# e#g#, adopting standards in a published manual of programmers guidelines standardi*ing fonts, use of sounds, common elements in libraries, etc# 4ll of these are issues for multimedia projects such as the UM and our new F&G-sponsored project )aintenance makes a software development process truly cyclic--revisiting earlier stages

)ore about analysis or brainstorming 5see %uestions for &reliminary Requirements Analysis6 &ee analydoc#doc and 4udience4nalysis''&<#doc on the web site# 4ssignment% hand in a preliminary analysis, answering some of these 8uestions in two weeks# hen hand in a more fleshed out analysis, revisiting these 8uestions, in about a month# Ive organi*ed these 8uestions in terms of 8uestions% who, what, why, where, when and how@ =ho% who is your audience@ 4ge, gender, background, e!perience, attitudes# In an educational title, what background does this audience already know coming in@ =hat limitations might some of your audience have that needs to be overcome@ =hat% what is the problem@ =hat are the goals of your project@ In an educational title, what are the key concepts:skills that the learner will master@ =hy% why multimedia@ 5&ee prospect.txt on our web page6 Feeds assessment% =hy will multimedia provide a better solution to the problem@ <#g#, we envisioned animation helping students visuali*e algorithms and processes# /an you convince someone with dollars to invest in a multimedia solution@ (eres where lots of brainstorming comes in, envisioning a successful product# =here% where will it be deployed@ >ia /+-R') or via the =eb or both@ (ow% how will it be done@ =hat resources will you need@ alent, hardware, software, money to pay for it# =ho will work on your project@ =hat roles will each project member have@ =ho is the domain e!pert for teaching your content@ (ow will he:she work with your team@ =hat do you already have available@ =hat else do you need@ (ow will you get it@ =hen% when will it be done@ 7e prepared for people in the back seat to start asking, are we there yet@ 7egin to develop a timeline, budget and marketing plans +ont under-estimate the resources you will need$ 5Remember the 2reek /horus$6 &ee prospect#t!t and timeline#t!t on my web page hese documents were developed as the output of our preliminary analysis for the -) hese are by no means perfect documents, but they give you a chance to learn from our e!perience 5and mistakes$6

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