IT152_Lecture_4._Storyboard_Overview_2013a Flashcards

1
Q

Development process of a multimedia title…?

A
Product definition
Storyboarding
Prototyping/initial design
Alpha Production
Beta Production
Maintenance
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2
Q

Storyboard definitions:

A

“A series of sketches that describes the content of a multimedia title”
“A series of pictures and words that depict what users see and do on every screen.”
Storyboarding is the process of laying out a multimedia title graphically
It is also seen as both “a communication tool”
And “a marketing tool”

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3
Q

Storyboard…?

A

Describe the content, layout and sequence of each page
Specify how text, graphics, animation, multimedia elements are positioned on each screen
Design changes here save money on development
Storyboards answer “how” questions related to the site
Indicate how the user will interact with the content ie how will it function?

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4
Q

Wireframes created to answer…?

A

“what” questions related to site. (text-only skeletal structure of every click-through possibility).

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5
Q

Storyboards are the diagrammes of…?

A

the layout of each frame or page.

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6
Q

Role of the Storyboard…?

A

Develops how the content will be organised on the page
Defines links between screens
Develops the graphic look and feel
To share with client and, or team
Determines the most important information for each section
“Test” the artwork and graphics
Implements the story or narrative

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7
Q

Role of the storyboard:

To provide an overview of…?

A

the project and communicating our ideas to a team members and clients.

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8
Q

Role of the storyboard:

To specify…?

A

the screen layouts (design and style)

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9
Q

Role of the storyboard:

To provide a guide for the…?

A

development team especially the programmer/designer.

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10
Q

Role of the storyboard:

To illustrate the …?

A

functionality of the objects.

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11
Q

Role of the storyboard:

Saves a whole lot of…?

A

rework of the project.

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12
Q

Each storyboard should include this general content…?

A
Graphic representation of frame layout
Media details / list
Interactivity
Scripts e.g. voiceovers
Navigation details
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13
Q

Functionality:

Storyboards attempt to..>?

A
  • Define interactive controls:
    • What and how interaction happens on each screen.
  • Solve organisation problems
    • Content, navigation.
  • Ensure consistency
    • In the way the product behaves
    • The user should need to learn the fewest possible new behaviors.
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14
Q

Video control decisions…?

A

how does it start?
how does it end?
how much control?
what control device?

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15
Q

Sound control decisions…?

A

start, end, continuity, how much control.

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16
Q

Text control decisions…?

A

Page or scrolling, how much , hyperlinks, searching?

17
Q

A storyboard consists of two processes…?

A
  1. Sketch and Rough out each screen.

2. Diagram the links between the screens in terms of content and navigation (like a flowchart)

18
Q

Storyboard types…?

A

Detailed *They sketch and describe every screen image, sound, navigational choices, colours, shades, text font, text attributes, button shapes and styles etc.

Rough schematic* These contain rough screen sketches, navigation guides, content description etc.

19
Q

Storyboard types:

Detailed…?

A

These are most commonly used in large, team-based, long term projects where team members may change and where the project is sub-divided to many project teams each working on parts of the overall project, possibly in different locations.

20
Q

Storyboard types:

Rough…?

A

This type of storyboard is more commonly by an individual for a short ad-hoc application, that is expected to require many iterations to get to the final product.

21
Q

The storyboard flow chart:

Before or after commencing a storyboard a diagram…?

A

showing the intended screens and navigation should be constructed.
This can be finalized once the storyboard is completed.
This is similar to a ‘SITE MAP’ used for Websites.

22
Q

The storyboard flow chart shows the Navigation structure:

Objectives of navigation is to….?

A

Minimise travel
- Shortest pathway between 2 points
Minimise depth
- Create hierarchy with fewest possible levels
Minimise redundancy
- Avoid multiple paths to the same place
To achieve this it is best to use one of the standard Navigation structures such as:
- Hierarchical, Hub and Spokes, etc.

23
Q

Navigation: User Access can be one of…?

A
Menus
Lists
Timelines
Icons
Buttons
Maps
24
Q

Creating the storyboard:

How do you create a storyboard…?

A

The first storyboards are done in pencil, hand drawn to provide a visual of the concept.*
This stage keeps the client focused on how they navigate through the product.
The storyboard illustrates the scene by scene plan for telling the story.
Then notes about the media, and what the user will do are added to guide the developer.

Use a paper based technique for a quick interactive storyboard-prototype technique.

Use interactive software that the designers are familiar with to create a storyboard or any design ideas.

Use flow chart and navigational chart to help the designer and the client visualise the user and system interactivity. (Yatiswara & Weir 2010)

25
Q

Interactive Iterative Storyboarding / Prototyping…?

A

Storyboards used in combination with prototypes are interactive mediums that sequentially display the functions an application system will perform. They are used to document, model, and confirm the user requirements. The storyboard prototype simulates the interaction sequences in a system to allow users to test the system before very much code has been developed, (Borysowich, 2009).

26
Q

Details to be put in the storyboard…?

A

Start simply, allowing interaction in the whole process with other designers and the client, then take into account how many objects and actors might be present in a particular page. Additionally, include the design of user interactions with the interface. Furthermore, include basic information that will be beneficial for the developer such as, the font styles and sizes for each heading, sub-heading and body text are specified. Also, include flow and navigational charts specifying the navigation of the links, and alternative possibilities of user and system interaction. (Yatiswara & Weir 2010)

27
Q

Step 7: Developing the content…?

A

This stage is “Creating the pieces”
What is the level of quality for the content?
How will the content be generated?
Who will acquire copyrights and licensing agreements?
How will the content be organised?
How will the content be archived and documented?

28
Q

Instructional Design (only if required)…?

A

Instructional Designers are vital for educational products or where the user is required to LEARN

In this case learning content needs to be:
provided by SMEs (subject matter experts)
structured to suit the user and purpose of the product
Called an “instructional strategy” that results in a user-interface

29
Q

Step 8: Authoring the Title:

A

Authoring is the multimedia term for software development
“Bringing it all together”
Specifications and the storyboard determine authoring requirements
Programmer, instructional designer, and content producers must work together to be sure that the specifications are being met.

30
Q

Step 8: Authoring the Title: Content

Final copy and content development…?

A

Create, acquire and prepare all photographs, user interface graphics, and other illustrations
Model, animate and render all 3D animation components
Record, digitize and composite all audio/video components
Edit and process all textual components
Acquire and prepare all external components such as install software, databases, linked websites, etc.

31
Q

Step 8: Authoring the Title: Creation

Programming, Testing Mastering…?

A

Build authoring platform framework in tool such as Director
Import content
Develop all programming components
Test for proper function and performance targets
Optimize performance for each platform
Burn beta version for customer content review and functional testing
Burn gold master for replication

32
Q

Step 9: Production - Testing the Title…?

A

Testing asks – “Does it work the way it was planned?”
Functional Testing means examining a project’s performance according to agreed specifications
This will include the robustness of the code, the structure and content of the program, the interface, the interactivity, the look and feel.
Goals of testing are:
To remove bugs and errors
Ensure visual and operational accuracy
Ensure the client’s requirements have been met
Ensure the specification agreed upon has been met

33
Q

Testing Title Functionality…?

A

Functional testing – Does the title work?
Alpha testing
Conducted in-house
Users try to make the program crash
Beta testing
Conducted with selected potential users
Feedback is collected from as many users as possible

34
Q

Step 10: Testing title design…?

A

Usability testing
How does the user interact with the title?
Does the user understand the overall navigation scheme and metaphors?
Does the user find the title easy to use?

At this stage changes may be documented and held over to the next version

35
Q

Step 11: Post-Production…?

A
Complete documentation
Specs, storyboard, testing sheets, reports, user guide
Prepare packaging and promotional material
Press announcements
Prepare technical support
Prepare gold master / Replicate master
Manufacture CD-ROMs 
Print and/or label CD-ROMs Hold party!