MULTIMEDIA TECHNOLOGY AND APPLICATIONS CHAPTER 7. MULTIMEDIA SOFTWARE DEVELOPMENT TECHNOLOGY.
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Transcript of MULTIMEDIA TECHNOLOGY AND APPLICATIONS CHAPTER 7. MULTIMEDIA SOFTWARE DEVELOPMENT TECHNOLOGY.
MULTIMEDIA TECHNOLOGY AND
APPLICATIONS
CHAPTER 7. MULTIMEDIA SOFTWARE DEVELOPMENT
TECHNOLOGY
2
INTRODUCTION
Multimedia development is a project-based process.
Well-developed plan for multimedia product will save time money multiple modifications
The rule of thumb for development is 80% planning and 20% production.
80% planning + 20% production
SOFTWARE ENGINEERING DEFINED Software engineering is “multi-person
construction of multi-version software” What is the relationship between the size
of a program & the time it takes to develop it?
Real world software projects involve teams of developers
What’s the relationship between program size and the number of people involved? Is it linear (N developers == N time speedup)? Or is it exponential (N developers = NN
speedup)? How does multimedia affect the life cycle?
A SOFTWARE PROCESS REQUIRES RESOURCES…
What is the moral of the story (about project managers and resources)?
WATERFALL MODEL
Cascades from one stage to the next only after previous stage is complete
Gravity only allows the waterfall to go down; it’s very hard to swim upstream
RAPID PROTOTYPING MODEL 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.
Allow time for prototypes and improved versions Multimedia authoring tools facilitate prototyping
SPIRAL MODEL
The spiral model is a software development process combining which elements of both design and prototyping-in-stages, in an effort to combine advantages of top-down and bottom-up concepts.
OBJECT-ORIENTED MODEL
The Object-Oriented paradigm assists the programmer to address the complexity of a problem domain by considering the problem not as a set of functions that can be performed but primarily as a set of related, interacting Objects.
Such as: Text, Audio, Video, Graphic, Image
Objects, Attributes, Operations Trends: Spiral model + Object-
oriented developing
Quiz!Quiz!
What are drawbacks of Waterfall Model? Can prototypes alleviate these drawbacks?
Why or why not? Why do many software development shops
prefer spiral models? How does multimedia affect the process? Does this discussion motivate you avoid
just hacking? Why or why not?
USER INTERFACE
System users often judge a system by its interface
A poorly designed interface can cause a user to make catastrophic errors
Poor user interface design is the reason why so many software systems are never used
USER CENTRED DESIGN
Software development should focus on the needs of users Understand your users Design software based on an understanding of the
users’ tasks Ensure users are involved in decision making
processes Design the user interface following guidelines for
good usability Have users work with and give their feedback
about prototypes, on-line help and draft user manuals
04/21/23
Lecture 5
12
THE IMPORTANCE OF FOCUSING ON USERS Reduced training and support costs Reduced time to learn the system Greater efficiency of use Reduced costs by only developing features that are
needed Reduced costs associated with changing the system
later Better prioritizing of work for iterative development Greater attractiveness of the system, so users will be
more willing to buy and use it
USABILITY VS. UTILITY
Does the system provide the raw capabilities to allow the user to achieve their goal? This is utility
Does the system allow the user to learn and to use the raw capabilities easily? This is usability
Both utility and usability are essential They must be measured in the context of particular
types of users
ASPECTS OF USABILITY Usability can be divided into separate
aspects: Learnability
The speed with which a new user can become proficient with the system
Efficiency of use How fast an expert user can do their work
Error handling The extent to which it prevents the user from making
errors, detects errors, and helps to correct errors Acceptability
The extent to which users like the system
DIFFERENT LEARNING CURVES
USABILITY PRINCIPLES
Do not rely only on usability guidelines – always test with users
Usability guidelines have exceptions; you can only be confident that a UI is good if you test it successfully with users
Base UI designs on users’ tasks Perform use case analysis to structure the UI
Ensure that the sequences of actions to achieve a task are as simple as possible
Reduce the amount of reading and manipulation the user has to do
Ensure the user does not have to navigate anywhere to do subsequent steps of a task
USABILITY PRINCIPLES
Ensure that the user always knows what he or she can and should do next
Ensure that the user can see what commands are available and are not available
Make the most important commands stand out Provide good feedback including effective
error messages Inform users of the progress of operations and of
their location as they navigate When something goes wrong explain the
situation in adequate detail and help the user to resolve the problem
USABILITY PRINCIPLES Ensure that the user can always get out, go
back or undo an action Ensure that all operations can be undone Ensure it is easy to navigate back to where the
user came from Ensure that response time is adequate
Users are very sensitive to slow response time They compare your system to others
Keep response time less than a second for most operations
Warn users of longer delays and inform them of progress
USABILITY PRINCIPLES
Use understandable encoding techniques Choose encoding techniques with care Use labels to ensure all encoding techniques are
fully understood by users Ensure that the UI’s appearance is
uncluttered Avoid displaying too much information Organize the information effectively
USABILITY PRINCIPLES
Consider the needs of different groups of users
Accommodate people from different locales and people with disabilities
Ensure that the system is usable by both beginners and experts
Provide all necessary help Organize help well Integrate help with the application Ensure that the help is accurate
USABILITY PRINCIPLES
Be consistent Use similar layouts and graphic designs
throughout your application Follow look-and-feel standards Consider mimicking other applications
SOME ENCODING TECHNIQUES
Text and fonts Icons Photographs Diagrams and abstract graphics Colors Grouping and bordering Spoken words Music Other sounds Animations and video Flashing
UI DESIGN PRINCIPLES UI design must take into account the
needs, experience and capabilities of system users
Users should be involved in the UI design process and UI designs should be refined through prototyping
There are cognitive factors, such as the size of short-term memory, which user interface designers must be aware of
UI DESIGN PRINCIPLES (CONTINUED) An interface should be based on user-oriented
terms and concepts rather than computer concepts
For example, a book-keeping system in a hospital should use terms such as patient profile, case record etc. rather than directories, file identifiers, etc.
The system should display an appropriate level of consistency
Commands and menus should have the same format, command punctuation should be similar, and so on
UI DESIGN PRINCIPLES (CONTINUED) The system should not surprise the user
If a command is executed in a known way (in some familiar context), a user should be able to predict the operation of comparable commands. E.g., ‘delete’ and ‘remove’ are somewhat synonymous in
the sense that they are both concerned with erasing something
The system should provide some resilience to user errors and allow the user to recover from errors
This might include an undo facilities, confirmation of destructive actions, 'soft' deletes, etc.
Some user guidance should be provided Help systems, on-line manuals, etc.
INFORMATION DISPLAY FACTORS Is user interested in precise information or
data relationships? How quickly do information values change?
Must a change be indicated immediately? Must user take some action in response to
a change? Is there a direct manipulation interface? Is the information textual or numeric? Are
relative values important?
DATA VISUALIZATION
Concerned with techniques for displaying large amounts of information
Visualization can reveal relationships between entities and trends in the data
Examples Weather information collected from a number of
sources The state of a telephone network A model of a molecule displayed in 3 dimensions
COLOR USE GUIDELINES
Don't use too many colors Use color coding to support user tasks Allow users to control color coding Design for monochrome then add color Use color coding consistently Avoid color pairings which clash Use color change to show status change Be aware that color displays are usually
lower resolution
USER GUIDANCE
A user guidance system is integrated with user interface to help users when they need information about the system or when they make mistakes
User guidance covers: System messages, including error messages Documentation provided for users On-line help
The help and message system may be integrated
ERROR MESSAGE DESIGN
Error message design is critically important. Poor error messages can mean that a user rejects the whole system
Messages should be polite, concise, consistent and constructive
The background and experience of users should be the determining factors in message design
USER DOCUMENTATION
As well as on-line information, paper documentation should be supplied with a system
Documentation should be designed for a range of users from inexperienced to experienced
As well as manuals, other easy-to-use documentation such as a quick reference card may be provided
USER INTERFACE DESIGN
Easy to learn? Easy to use? Easy to understand?
TYPICAL DESIGN ERRORS
Lack of Consistency Too much memorization No guidance / help No context sensitivity Poor response Unfriendly
GOLDEN RULES
Place the user in Control Reduce the user’s memory load Make the interface consistent
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