Managing Interactive Media Projects by Tim Frick is available on Amazon.com and at fine bookstores everywhere as of October 12, 2007. Its process-oriented content focuses primarily on best practices for creating Web, Flash and other interactive projects both simple and complex with special attention to communication and organization in client-vendor relationships. Each chapter is supplemented with relevant project profiles, case studies, exercises and sidebars that complement various topics discussed within the text and give the book a practical and ‘real world’ approach to project success.
Chapter 01 Introduction Chapter one serves as a basic introduction to the book’s concepts and stress the fundamental importance of effective communication and organization during all phases of design and production on an interactive project.
This Chapter Discusses:
- Who should read this book
- What kind of projects this book will cover
- How to use this book
Chapter 02 Conceptualization and Initial Planning This chapter focuses on idea development and how to begin the planning stages of your project. Whether or not a designer/developer’s intent is to create something based on a prospective client’s request, revamp or overhaul a project that currently exists, or start something from scratch, many of the same concepts apply when it comes to bringing that idea to life. The first task after fleshing out a concept is to define the project in as detailed a manner as possible. Then, individual phases of work and the process by which they will be accomplished are defined.
This Chapter Discusses:
- How to define your idea
- Things to look for in an initial interview
- Defining initial creative ideas with wireframes, sketches, and so on.
- How to refine and qualify your idea as a viable Web project
- How to outline a plan to create your project
- How to create a rough outline of time, materials and resources
Chapter 03 The Initial Proposal Chapter three discusses the kind of information one needs in order to put together a solid proposal, how to get that information or as much of it as possible, and how to present information in your proposal to cover as many details about the project as possible.
This Chapter Discusses:
- What makes a good proposal
- What elements to include in your proposal to win business
- How to ‘cover yourself’ with the terms outlined in your contract
Chapter 04 Defining Project Specs In chapter four, the deliverable’s primary target audience is defined and a consensus is developed as to what kind of technology will be used to access the content. Once established, these specifications will serve as the benchmark against which all functionality and design usability are compared for the final product. It is essential to determine project specs up front in order to define the environment one is designing for.
This Chapter Discusses:
- What project specs are and why they are so important
- How to define target users
- How to create a technology profile
- How project specs affect the production process
- The importance of getting a signoff
- What can go wrong with improperly defined projects
Chapter 05 Content Assessment and Treatment Chapter five focuses on conceptualizing what will engage the end user and initial content development. Assess whether or not the defined project specifications affect your initial ideas. Create a content development schedule that plugs into the flexible timeline from chapter two. If you are a development team of one, working alone or with a client, it is still important to set up realistic expectations and a timeline that you can meet. If schedules and goals are defined appropriately, possible conflicts with content development should arise at this point and can be dealt with accordingly, thus alleviating problems down the line.
This Chapter Discusses:
- How to define content for your project
- How to create a content development schedule
- How to define team members (if applicable)
- How to develop the project’s voice and personality
- How to create a treatment/content outline for your content
- Outline options for peer review
Chapter 06 Information Architecture Chapter six discusses how to outline the flow of information for an entire project. The success of many projects is often determined by the intelligence and extensibility of the overall architecture. Information to be published on the project must be outlined in intuitive content categories. Naming conventions for files are defined. The key is to create a project where users can access all of the information with as few clicks of the mouse as possible while segmenting the content in such a way that users aren’t overwhelmed with huge amounts of information. It is important to include potential content structures in the navigational flowchart even if they aren’t implemented in the initial release. Planning for the future will ensure that the project is flexible and expandable over time, not obsolete within a few months or weeks.
This Chapter Discusses:
- How to outline information flow for your project based on content assessment
- How to define project naming conventions for files and directory structures
- How to create navigable content segments
- How to define relationships between content segments
- How to loosely define media elements as established by content segments
- How to create a visual chart outlining your project’s content
Chapter 07 Creating a Script and Asset List In chapter seven we determine exactly how a project’s story will be told and what script formats are appropriate for different kinds of projects. We begin at the main screen/home page and detail the kinds of information that will be found throughout the project, how the interactivity works, how the text will read, and so on. The book works through subsequent screens based on information provided by the navigational flowchart. The script should not only tell the story and break the content down into manageable segments, but attention to details such as user activity and experience, media inventory for each screen, etc. should reflect previous steps of the process. The result is a comprehensive overview of the entire project, providing everyone with a common point of reference to begin the design and production phases. This Chapter Discusses:
- When it is appropriate to use a more traditional script format
- How to transform your navigational flowchart and treatment into a working script
- How to format your script so it outlines all media assets and interactivity
- How and where to use naming conventions in your script
- How to cross-reference your content for consistency
- How to create a supplemental asset list
Chapter 08 Art Direction and Interface Design In chapter eight we select several hierarchical screens in the flowchart to begin exploring interface design solutions. These static screens, selected from various content segments, serve to test consistency of message, intuitiveness of navigation, and how the overall user experience will be. We explore effective typography, color, use of screen real estate and the overall voice and personality of the project. Refinements are made to improve the screens’ effectiveness in communicating the intended message based on client input. It is important to refer to the project scope document as to the proper protocol for dealing with extensive revisions. Once these screens are approved, a prototype can be created and screen layouts for the entire project can be designed and approved by the content management team (if this is applicable).
This Chapter Discusses:
- Exercises and resources for kick starting the design process
- How to conceptualize your design comps
- How to work with existing design standards
- What to include in design comps
- How design templates can be useful
- What to include in a design rationale document
- Options for presenting design comps to a client
Chapter 09 Revisions, Approvals, Scope and Feature Creep Chapter nine concerns itself with the process of making revisions, managing approvals, sticking to a project’s scope, and outlining strategies for addressing ‘out-of-scope’ requests. It emphasizes the importance of effective communication up front and discusses in-depth how defining detailed project specs early in a project’s life cycle can save significant time during production.
This Chapter Discusses:
- How to approach revisions
- How to define the approval process
- When to get it in writing
- How to define when a request is ‘out-of-scope’
- How to address feature creep and out-of-scope revisions
Chapter 10 Prototyping and Scope Creep Redux Chapter ten focuses on the important communication role prototypes play in interactive production. It discusses in detail how designers and developers can integrate prototyping into their workflow and provide navigable interactive media models that demonstrate key features such as screen interactivity, layouts, and other functionality throughout a project’s life cycle. The chapter also discusses various tactics for approaching additional revision requests upon prototype reviews.
This Chapter Discusses:
- What prototypes are
- Why you should build them into your production process
- When to build prototypes
- Rapid prototyping and its advantages
- Real world scenarios for prototype deployment
Chapter 11 Design Production Chapter eleven covers the process of creating screen designs for an entire project and offers time-saving tips for reusing elements and integrating design templates into your workflow. The chapter also includes important information on staying organized by implementing established naming conventions and directory structures as well as how to track approvals on your designs once they have been presented.
This Chapter Discusses:
- How to approach design production
- How to get the most out of a template design
- Applying naming conventions to your design files and folders
- The logistics of presenting designs for review and approval
Chapter 12 Production and Programming Chapter twelve touches on many production tasks and ways to approach programming an interactive project from a project management perspective. Communication strategies are proposed for maintaining expectations, tracking approvals and and keeping project timelines. Informative passages on topics like building an asset library, understanding media formats, working with content management systems, and the importance of using a detailed script or asset list complement the communication strategies outlined in this chapter.
This Chapter Discusses:
- The importance of standardizing production elements
- Important differences between Web, Flash, and disc-based projects
- How to create and organize an asset library or server
- How to use a script, asset list, or flowchart to drive your project
- Important team environment considerations
- Time tracking and progress report tips
Chapter 13 Testing, Revision Tracking and Quality Assurance In chapter thirteen, project progress is monitored throughout programming to track status and identify errors or missing content. Strategies for checking interactivity and functionality on multiple machines that reflect the target users’ technology profile are outlined. The concept of using testing matrixes to answer key questions essential to the project’s success is introduced. Tactics for tracking revisions and managing multiple rounds of iterative testing are outlined as well.
This Chapter Discusses:
- Why you should thoroughly test your projects
- Standard testing procedures
- How to develop and use a testing matrix
- How to track revisions
- The pros/cons of internal vs. external testing
Chapter 14 Final Revisions, Launch, Promotion and Maintenance Chapter fourteen focuses on the final steps required to complete an interactive project. Included are tactics to make the project’s launch successful, promotional ideas for getting the word out about the project, and strategies for maintaining the project over an extended period of time.
This Chapter Discusses:
- How to devise and stick to a revision cutoff point
- What to include in a release/launch candidate
- What constitutes a final deliverable
- When to deliver a completed application/site vs. source code
- Launching your site, distributing your product
- Strategies to extend your services beyond an initial contract
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