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CCS FACULTY 1/21
MELJUN P. CORTES, MBA,MPA
MULTIMEDIA A presentation of information combining text, sound, pictures, animation and
video.
Using more than one type of media simultaneously like with text, sound,
moving or still images, music, etc.
Computer based multimedia systems integrate and control presentation of
different media data types, i.e, text, graphics, still images, animation, video,
audio in one or more combination.
MULTIMEDIA SYSTEMS HISTORY
The term ‘multimedia’ was first used in the 60’s to describe presentations
combining photographic slides and audio tape.
Major developments came in 1978 with the launch of the Philips Laser vision
video disc.
This analog system combined audio, still and motion video.
Laser vision led the first interactive video applications.
Laser vision also gave birth to the digital audio compact disc (1982).
This led to CD-ROM and later in (in 1991) to CD(Compact Disc Interactive)
Note the gradual move from analog to digital systems. These systems exist in
order to communicate information.
Communication may use a variety of forms of expression.
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ADVANTAGES OF MULTIMEDIA
More control
More portable
Reusable pieces
Command attention
Enhances information retention
Clarifies complex information
Interacts with your audience
DISADVANTAGES OF MULTIMEDIA
Too detailed
Time consuming
Expensive
MULTIMEDIA COMMON APPLICATIONS
1. Entertainment
2. Computer games
3. Education
4. Computer based training
5. Remote Interaction
6. Tele presence and Tele conferencing
7. Simulation
8. Virtual experiments
9. Visual font ends
10. Online catalogs
11. Prototypes (virtual showroom)
12. CD-ROM titles
13. Interactive Kiosks
14. Content-rich applications
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MULTIMEDIA ELEMENTS
1. Visual Elements
Photographs, drawings, and other still images must be formatted for
computer used and display. Such formats include bitmapped graphics and
vector graphics. Bitmapped graphics represented images as rows and
columns of tiny dots. Vector graphics use mathematical formulas to
recreate the original image and they generally lock better.
Video files can be quite large, so they are usually compressed, a
technique that replaces recurring information, such as one hundred black
dots in a row, with a single piece of information. Data compression can
shrink video files by 95%, but introduces fuzziness.
2. Sound Elements
Sound must also be formatted for computer use. One format store actual
sounds in large files that may require compression. Another format stores
instructions that enable devices called synthesizers to reproduce the
sounds or music. Instruction files are much smaller, but the quality of the
sound reproduction is worse.
3. Organizational Elements
Organization of a multimedia representation is enhanced by hyperlinks,
associations to additional related material. A user points the cursor to
colored or underlined ext or to a small picture, called an icon, and clicks
on a mouse to access the material. Hyperlinks may lead users to
unexpected information.
MUTIMEDIA CONCEPTS ARE BASED ON THREE BASIC ELEMENTS
1. Sound / Audio
Coding
Storage
Music
Speech Processing
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2. Images and Graphics
Representation
Format
Synthesis
3. Video and Animation
Basic media for multimedia systems
Visual representation
Coding and compression
MULTIMEDIA ELEMENTS CHARACTERISTICS
I - TEXT
Text is at this time still the used and accessible medium in the developed
world.
Hypertext can be used as navigational tool.
Hypertext can be used to build conceptual layers of meaning.
Indexing and searching possible.
Of no use to illiterates.
Eyestrain.
Could be used as an ineffective---one can become lost in a “Hyperforest”.
Still the best way to communicate large quantities of information.
Use text to support graphics.
Hypertext can support lateral thinking.
Other media can communicate the message better.
Guidelines in Working with Text
1. Be concise.
Don’t rely solely on text to get your point across.
Text should fill less than half of the screen.
2. Use appropriate fonts.
To enhance readability.
To set the right tone.
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To project the right image.
3. Make it readable.
Serif fonts are easier to read.
Sans serif fonts are heading and small amounts of text.
Decorative fonts are best use for emphasis.
Use 10-12 points for text.
Use larger points for headings.
4. Consider type styles and colors.
Bold, Italic and Underline styles are used for emphasis in print.
They are used for hot words in multimedia.
Clicking on a hot word takes a user to a related information.
5. Use restraint and be consistent.
Generic Font Families
1. Serif – Ex. Times New Roman
2. Sans Serif – Ex. Arial
3. Fantasy – Ex. Lucida Console
II – PICTURES
1. Quick communication
2. Ease of understanding
3. A picture: a 1000 words
4. Visual metaphors can be effective communicators
5. Multiple coding
6. Can be overused
7. Should draw attention to important concepts and not the computer’s
capabilities
8. When it reinforces the lesson’s objectives
9. For amusement
10. For decoration
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11. When not supported by text: Avoid concentrating on graphics to the detriment
effective instruction.
III – SOUNDS
1. Utilize more than one sense; multi coding
2. Can create atmosphere/emotions
3. Allows for illiteracy
4. Ephemeral
5. Deafness
6. To support text or graphics
7. Allow user control of volume etc.
8. When not appropriate: Don’t use to punish
IV – MOVEMENTS
1. Animation creates movement that can not be represented on paper
2. Time consuming/expensive
3. Use only if it enhances the message
4. To grab attention
5. Simulation
6. Present as a series of meaningful chucks
7. When not appropriate: Do not use for motivation or punishment
THE PEOPLE OF MULTIMEDIA
1. Graphic Designers – the art director and production artist rolled into one.
2. Programmers – the programmer and the designer must get along very
well because these two forms the most basic team unit and are always
working hand to realize one vision.
3. Producers – they handle all the business aspects of a project, including
client relations, and work with the Project Manager to ensure that all
elements of a project come together on time and within budget.
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4. Project Mangers – they are responsible for over seeing the project’s
timeline and resources.
5. Writers – creative and technical writers may be needed to develop
everything from characters and stories to polished and effective text.
6. User Interface Designer – User Interface Design is the process of
ergonomically and strategically presenting media in order to communicate
a message.
7. Sound Designers – well-executed voice-overs, original composition, and
vibrant sound effects designed expressly for a multimedia environment do
wonders for a titile.
8. Videographers - because video, like sound, is inherently linear, the same
careful planning and creative thinking goes into every “mega byte” of
multimedia video.
9. 3D and 2D Animators – multimedia usually involves of animation of some
sort. It maybe as simple as the creation of “highlight” states (graphics that
acknowledge a users action) or as complex as developing entire worlds
and charters and bringing them to life.
TIME LINE
A reference tool.
A media production schedule (used by production managers to coordinate the
various development efforts).
The overall multimedia design and development process.
PHASES OF TIMELINE
1. DESIGN PHASE- encompasses all the initial steps, from brainstorming and
story boarding to the creation and user testing of the prototype.
a. Brainstorming
- The first phase which involves a tight group of about 3 to 7 key people,
including a designer, a programmer, and anyone else important to the
particular project.
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b. Storyboarding
- Serve the purpose of roughly illustrating a concept and inspiring people
to think of possibilities.
- Should showcase the entire key screens, or “places”, that compromise
the proposed title.
- Paint the initial picture of multimedia concept.
c. Places
- The organization of a multimedia title.
- When conceptualizing a multimedia project, you need to think about all
the different places that you will need to accommodate the given
content.
d. Flowcharts
- Complements the storyboards by giving a sense of organization and
navigation to a multimedia design concept.
- Begins to “wire” together all the places mentioned in the storyboards.
e. Paper Design
- Will act as a blueprint for the entire project’s development.
- It covers the structural design and the software strategy, as well as the
media production requirements and the user interface design.
- Consists of the following documents.
a. Original storyboard
b. Flowchart indicating the architectural structure and general
navigation through the title
c. Detailed “Functional Spec”---details of the action on the screen and
illustrates how the user interacts with it.
f. Prototype
- There are (2) approaches in creating a prototype:
a. To use a friendly authoring tool for the sole purpose of mocking up
the user interaction and the graphic style.
b. To pick a small cross section of the title and use your intended-
authoring tool to put together a prototype.
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g. User Testing
- An important exercise that should occur throughout the design and
development process.
- A few hours spent testing your prototype with a focus group can save
hundreds of production hours later on.
2. DEVELOPMENT PHASE – is a broken down into a few sub phases: the
alpha, beta and finally, the golden master.
a. Alpha
- There should not be any “bugs” that block access to the major features
or places of the title.
b. Beta
- The last round of final media production, programming , and testing
before a title is declared finished and ready for duplication.
- There should be only minor bugs left in the title.
- Fine-tuning.
c. Golden Master
- From disc, all the rest are pressed then packaged and distributed.
ARCHITECTURE OF MULTIMEDIA
1. Hierarchy
- One of the simplest ways to organize a multimedia title.
- This structure features a main menu screen that branches into other
areas of the title.
- Depending upon the scope of the title, there may be multiple submenu
screens branch users deeper and deeper into the tile.
- Disadvantage: Users frequently get lost in large titles because they
lack ability to step back trough the title and there is often more than
one route to the same place.
2. Linear
- Media are presented more or less sequentially.
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- Titles with a linear structure follow a predetermined course of action,
but offer localized interactions along the way.
- Users are able to trigger animated sequences, “flip” forward and back,
or jump to any section of the title.
3. Multi track
- This structure features multiple streams of synchronous media.
- Users control which “tracks” of media that they view or participate in
as they roll forward through the title.
4. Interactive Stories
- Multimedia structure that features on the stories which the audience
has control over its presentation.
- Two structures featured:
a. Branching Story Structure – each ending of the story is the result of
a unique set of decisions made throughout the story by the reader.
Each reader starts at a common “trunk” and then branches out
along different paths until he or she reaches a unique ending.
b. Web Structure – titles of this nature generally start out with a short
linear sequences, or “cut-scene”, that set the stage, introduces the
characters, and provides information about the adventure that
awaits you. Once the cut scene is over, you are left to explore a
“web” of places where you can collect clues and meet more
characters.
5. Visual Space
- It consists of a familiar multidimensional space, such as room or even
a book, presented in such a way that users intuitively know how to
navigate through it.
6. Modular
- Some multimedia titles are the result of multiple independent media
objects coming together in different ways to create a custom
experience for the user.
- Advantages:
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a. Uses enjoy the flexibility of creating their own title based on their
interests or needs.
b. Titles of this nature can be continually expanded because new
media objects can always be developed.
7. Constructive
- This feature a collection of independent media objects, but each object
has a set of behaviors that have been engineered to create interesting
and sometimes unpredictable interactions.
- The whole design paradigm of constructive title is based on cause and
effect.
8. Simulation
- Multimedia is an excellent medium for emulating real-life systems.
- In multimedia simulation, individual objects have been designed with a
set of “behaviors” that respond to conditions set by the user.
GRAPHIC PRODUCTION
I – Tools of the Trade
- Software for creating multimedia imagery.
Software that make up the cornerstone of multimedia graphics production:
1. Adobe Photoshop
- The single most powerful software workhorse for creating the imagery
found in most multimedia and online application today.
- Allows you to edit and manipulate an image, to access and edit all
three RGB plates that together make up an image.
- A bitmap-based program, made up of a collection of colored pixels in a
fixed resolution defined by dots per linear inch.
2. Adobe Illustrator
- A vector-based program, images are defined by points connected by
lines and curves that create mathematical outline.
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- Advantage of Adobe Illustrator is it can create graphics that are
resolution independent.
3. Equilibrium DeBabelizer
- It’s an Automated Image Editor
When you edit one image, DeBabelizer can perform the same
commands on tens, hundreds, or even thousands of other files
automatically. DeBabelizer saves you hours of time by automating
more than 300 image editing commands, including many not available
in PhotoShop.
- It’s An Automated Graphics Optimizer
Now you can finally reduce file size safely without risking picture
quality DeBabelizer’s has suite of graphics optimization tools, including
the award winning SuperPalette engine, are the best in business.
- It’s the World’s most Powerful File Converter
Do you create graphics for both print and the Web? Why create
graphics twice when you can automatically convert them with
DeBabelizer? DeBabelizer reads and writes more than one hundred
file formats including GIF< JPEG< TIF< Quick Time, and PhotoShop.
- It’s the solution for Automating your Graphics Workflow
DeBabelizer ties together all of it’s editing, optimizing and conversion
feature in one easy-to-use drag and drop interface. Now you can
harness the awesome automated graphics production power of
Debabilizer in no time at all. You might just wonder why you ever did
anything manually.
Other Softwares:
1. Macromedia Free Hand
A vector-based like Illustrator. Complex Free Hand files,
when opened in Photoshop, does not always convert to
bitmaps.
2. Fractal Design Painter
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A bitmap-based program like Photoshop that specializes in
emulating traditional fine art media such as charcoals and
oils.
II – Hardware
- Basic hardware configurations for multimedia designers.
1. Computers
- Most graphic designers are Macintosh computers.
2. Monitors
- Size of the monitor, at least 17inches.
- Be sure that your monitor is capable of displaying thousands, if not
millions, of
colors at a time.
3. Removable Storage
- Two companies that have set the standard for removable storage are
Iomega and SyQuest.
- Iomega:
a. Zip drive – a small, lightweight, and portable drive that reads
100-megabyte cartridges that are the size of a floppy.
b. Jazz Drive – a small, lightweight, and portable, but their floppy-
size cartridges each hold 1 gigabyte of media.
- SyQuest:
a. 44-megabyte cartridge and 88-megabyte cartridge.
b. A smaller more portable drive that reads 270-megabyte floppy-
size cartridge.
4. Tablets
- Tablets come in a variety of sizes from 12”x 12” to 6”x4”.
5. Scanners
a. Flatbed Scanners – used for scanning flat images only.
b. Slide Scanners – used for scanning slides.
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III- Mutimedia Canvas
- Onscreen resolution
1. Onscreen resolution
- The computer screen has a fixed number of “slots” in which to display
pixels generally 72 slots per linear inch (referred to as “72dpi” dots per
inch).
2. Image Size versus Resolution
- Images that are not 72 dpi are displayed according to their resolution
rather than their actual size.
3. Matching Image and Monitor Resolution
- When designing onscreen graphics, it almost goes without saying that
the resolution of your images should match the resolution of the
display monitor.
4. Screen Dimensions
- Consumers do not usually buy the larger 17” and 21” monitors, so in
order to reach the largest audience, you need to design multimedia
products that fit within the confines of the smaller monitors.
5. Color Palette
- The color spectrum of the RGB computer screen encompasses
millions of color possibilities.
IV- Image Capture
- Ways to capture image into the computer
1. Scanning
- The most common way to digitize image is through the use of a
scanner.
Scanning Tips:
When scanning color images on a flatbed scanner, it is best to scan in
24-bit color and at 150 dpi. In multimedia, your target resolution is usually
72 dpi, so scanning at 150 dpi is about right. This rule applies only when
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the size of the image you are scanning is the correct size or larger. If you
need to enlarge the image, then you should scan at a higher resolution.
Reducing Image Resolution. It is always best to capture as large an
image as possible in the scanning process and then reduce the resolution
with a tool like Photo Shop. A large original scan gives you more options
when it comes to downsizing your image.
Avoiding Interpolation. What you want to avoid at all costs is bumping
images up to a higher resolution (enlarging images). The resolution is
increased by adding artificial dots between the dots gathered by the
scanner. Interpolated data is only as good as the original information and
only makes the image worse when the image is of poor quality to start
with. High resolutions are only needed for those images that need
enlarging.
Purchasing a scanner for capturing images that will eventually be
outputted to print then the resolution of the image should be determined
by the output device. Scanning at higher resolutions will only waste
valuable time and disc space. Redundant data will be disregarded by the
printer and there will be no benefit in image quality. If outputting to print
the majority of applications will be handled easily with 300 x 600 dpi
optical resolution scanners.
1. Digital Cameras
- Like conventional 35mm cameras, digital cameras use optical lenses.
However, rather than capturing the image to film, the image is captured
with a CCD chip and stored internally either as analogue or digital signals.
The images can be transmitted over networks and telephone lines,
displayed on the screen and printed. The speed with which images can be
produced and transmitted is of great value to people who need images
fast. In instances where the images are stored as analogue, one still has
to plug the camera and disc into a digitising board. The images once
captured can then be altered in the appropriate way.
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3, PhotoCD
- PhotoCD is a digital image format and provides a mechanism for
high resolutions. PhotoCD images can be manipulated further using image
processing software.
4. Twain
- Twain is a protocol which defines how bitmapped images from
scanners and other image capture devices can be captured directly
into image processing packages. For example, image manipulation
software such as Aldus Photostyler, Adobe Photoshop and Micro grafix
PhotoMagic are TWAIN aware and can directly capture images from
source. TWAIN drivers are supplied with the image capture hardware.
5. Cataloguing/Indexing Images
- When capturing images and storing them on analogue or digital
storage devices, one area that is often forgotten is that of cataloguing.
With analogue systems, the images are often stored and referenced as
time-codes or frame numbers. With digital systems one is limited to a
filename of a few characters (eight letters on current IBM compatible
PC's) which is often insufficient for immediate recognition. Imagine you
have several thousand images stored on a compact disc and you need
access to those that illustrate a particular object or scene.
V - Graphic Layers
- Purpose of the Graphic Layers Framework
- The Graphic Layers Framework, GLF, provides a foundation for easy
creation of rendering effects, such as Recessed Shadow or Shape
Texturizing.
The creation of such effects is characterized by:
Repetitive tasks. Rendering operations (for example, filling Shapes) are
repeated many times and are combined to obtain the desired results.
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Large number of options. The rendering options are numerous, from color
settings, to transparency values, to transformation adjustments. Modifying
and visualizing the result of various settings can be a daunting task.
Use of the API's extensible design. The Java 2D API offers a lot of
capabilities. Its open design allows it to be extended to achieve even
richer rendering effects. For example, new types of fills can be added by
creating new Paint implementations.
The Graphic Layers Framework addresses those three characteristics by
providing the following:
1. Layers as reusable rendering components. (This is where the framework's
name comes from.) The framework provides prepackaged rendering
operations in the form of prepackaged com.sun.glf.Layers. For example,
the com.sun.glf.ShapeLayer class supports automatic rendering of a
Shape. Layers are natural building blocks for creating effects with 2D
techniques, and this paradigm is used in many graphics tools.
2. Configuration framework and utilities. The framework provides utilities and
tools to deal with the large number of configuration parameters and to
enable experimentation with different settings.
3. API extensions. The framework provides several extensions to the Java
2D API: different Paint and Stroke implementations, but also Buffered
Image filters and Composite implementations.
VI – Key Color Transparency
Transparency is possible in a number of graphics file formats. The term
transparency is used in various ways by different people, but at its simplest there
is "full transparency" something that is completely invisible. Of course, only part
of a graphic would by fully transparent, or there would be nothing to see. More
complex is "partial transparency" or "translucency" where the effect is achieved
that a graphic is partially transparent in the same way as colored glass. Since
ultimately a printed page or computer or television screen can only be one color
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at a point, partial transparency is always simulated at some level by mixing
colors. There are many different ways to mix colors, so in some cases
transparency is ambiguous.
In addition, transparency is often an "extra" for a graphics format, and some
graphics programs will ignore the transparency.
Raster file formats that support transparency include GIF, PNG, and TIFF,
through either a transparent color or an alpha channel.
Most vector formats implicitly support transparency because they simply avoid
puttting any objects at a given point. This includes EPS and WMF. For vector
graphics this may not strictly be seen as transparency, but it requires much of the
same careful programming as transparency in raster formats.
More complex vector formats may allow transparency combinations between the
elements within the graphic, as well as that above. This includes SVG and PDF.
A suitable bitmap graphics editor shows transparency by a special pattern, a
chessboard pattern.
Key Color Transparency
1. Transparent pixels - One color entry in a single GIF or PNG image's
palette can be defined as "transparent" rather than an actual color. This
means that when the decoder encounters a pixel with this value, it is
rendered in the background color of the part of the screen where the
image is placed, also if this varies pixel-by-pixel as in the case of a
background image.
Applications include:
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an image that is not rectangular can be filled to the required rectangle
using transparent surroundings; the image can even have holes (e.g.
be ring-shaped)
in a run of text, a special symbol for which an image is used because it
is not available in the character set, can be given a transparent
background, resulting in a matching background.
The transparent color should be chosen carefully, to avoid items that just happen
to be the same color vanishing.
Even this limited form of transparency has patchy implementation, though most
popular web browsers are capable of displaying transparent GIF images. This
support often does not extend to printing, especially to printing devices (such as
PostScript) which do not include support for transparency in the device or driver.
Outside the world of web browsers, support is fairly hit-or-miss for transparent
GIF files.
2. Edge limitations of transparent pixels - The edges of characters and other
images with transparent background should not have shades of grey
these are normally used for intermediate colors between the color of the
letter/image and that of the background, typically shades of grey being
intermediate between a black letter and a white background. However,
with e.g. a red background the intermediate colors would be dark red, and
grey edge pixels give an ugly and unclear result. For a variable
background color there are no suitable fixed intermediate colors.
3. Partial transparency by alpha channel - PNG and TIFF also allows partial
transparency, which solves the edge limitation problem. However, support
is even more patchy. Microsoft Internet Explorer does not support partial
transparency in a PNG graphic. Very few applications correctly process
TIFF files with alpha channels.
A major use of partial transparency, but not the only one, is to produce
"soft edges" in graphics so that they blend into their background. The process of
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combining a partially transparent color with its background ("compositing") is
often ill-defined and the results may not be exactly the same in all cases. For
example, where color correction is in use, should the colors be composited
before or after color correction?
4. Transparency by clipping path - An alternative approach to full
transparency is to use a clipping path. A clipping path is simply a shape or
outline, that is used in conjunction with the other graphics. Everything
inside the path is visible, and everything outside the path is invisible. The
path is inherently vector, but can potentially be used to mask both vector
and bitmap data. The main usage of clipping paths is in PostScript files.
User Interface Design
The process of ergonomically and strategically presenting media in
order to communicate a message.
It’s about designing an entire experience for people. It involves 2
aspects.
A. Psychological – such as building a mental picture in a user’s mind
of how something works.
B. Ergonomic – such as navigation and ways in which multimedia
responds to a user’s actions.
Provides a structure and an environment that best communicate
contents.
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Steps in Designing A User Interface
1. Identify your Audience and Message
- The first step is to determine who your audience is and what you are
trying to say to them.
2. Determine the Setting
- Designers need to know how and where users will be interacting with a
multimedia title.
3. Create an Experience
- Another decision you need to make is about the kind of experience that
you want users to have.
I– Form and Function
Figure out how to implement the title in terms of actual functionality.
The following guideline are helpful when thinking about questions of
functionality;
1. Less is more – determine how much functionality users really need
especially at one time.
2. Consistency – decide on the functions that users should always be able to
access wherever they are in the title.
3. Three Steps Away – do not bury functions and places so deep in a title
that they are more than three clicks away from one location.
4. Transparency – Good interface design can be judged by the degree that it
goes unnoticed. The most transparent interfaces are those in which all
functionality is embedded in the content.
5. Anticipation – Multimedia that anticipates a user’s actions and provides
the appropriate functions at the right time creates a more dynamic
experience and supports the “Less is More” philosophy.
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II – Bars, Panels and Drawers
A common way to handle functionality in title is to group functions in a
special location such as a navigation bar, a control panel, or a drawer.
1. Navigation Bar – provide a dedicated space for navigational functions
such as quitting, going back, and moving from place to place.
2. Control Panels – provide a dedicated space for global functions (functions
the user has access to at all times).
3. Drawers – collapsed, “closed” state.
III – Ergonomics
The scientific study of human factors in relation to working
environments and equipment design.
The “laws of work”.
Properties that facilitate interaction:
a. Visibility - Visuals play a key role in user interface design because
people rely heavily on eyesight to interact with the world.
b. Conceptual Model – Metaphorical models help people navigate
through multimedia by giving them a strong “Sense of Place”.
c. Feedback – When people interact with machines, they expect some
form of acknowledgement to help them determine that what they
are doing is correct or that everything is in proper working order.
d. Mapping – Designers need to present interface functions in such a
way that the user’s expectations of what will happen match the
actual results when clicked. The best way to find out how well your
interface functions map to people’s expectations it to conduct user
test.
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IV – Hot Spots
The areas on the screen that is currently interactive.
Part of the user interface design problem is to think of ways to identify
these areas by using not only metaphorical visual clues but it also
audio and animated feedback.
1. Feedback
- An important part of multimedia user interface design, feedback not
only lets users know whether or not the computer is responding, but it
also may help to guide the flow of user interface.
2. Roll-over and Highlights States
- To help identify hot spots, a common user interface design practice is
to provide animated “roll-over” states. These are altered graphics that
display themselves when the user simple “rolls” over a hot with the
cursor.
V – Metaphors and Affordances
1. Metaphors
- Reveal a title’s conceptual model of interaction. Because interacting
with a computer can be an abstract way of information, it helps to use
familiar conceptual models to orient users.
2. Affordances
- The little details that tell us specifically what the images are and how
we should use them.
VI – Music and Sound
Music and sounds can contribute immensely to interface design.
Metaphors and affordances are not limited to visual clues but can also
be established with sounds.
1. Sounds Effects
- Multimedia designers can use music and sound effects not only to help
clarify an interface, but also to add depth to a user’s experience.
CCS FACULTY 24/21
MELJUN P. CORTES, MBA,MPA
2. Background Score
- The background score helps establish the place of the action, set the
mood, and can even build anticipation and suspense.
VII – Agents, Guides and Characters
The use of “personalities” in multimedia provides a very different “feel”
to the experience. Personalities can make a title seem more
personalized or service-oriented, or they can add an element of humor
or cynicism.
1. Agents
- An Agent is a character or object that carries out interactions for the
user- much like a personal attendant.
2. Guides
- A Guide is a simplified version of an agent that offers suggestions or
help during an interaction.
3. Characters
- Characters are personalities that live within a title.
- Characters are part of the content of a title. Sometimes they respond to
the user’s interactions, but mostly, they are just part of the show.