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Managing Interactive Media Projects

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ISBN-10: 1418050016

ISBN-13: 9781418050016

Edition: 2008

Authors: Tim Frick

List price: $111.95
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From the birth of a media project idea to the implementation and maintenance of that project, this book provides the skills and know-how to master the process of managing interactive media projects. Managing Interactive Media Projects offers important insights and techniques for various approaches to the process of creating interactive media. It covers the ever-important steps of planning, documenting, writing, designing, implementing, testing, debugging and maintaining interactive media projects that range from web sites and online media to DVDs, CD-ROMs and Flash. Detailed breakdowns of key steps in developing interactive projects coupled with in-depth case studies and digital…    
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Book details

List price: $111.95
Copyright year: 2008
Publisher: Delmar Cengage Learning
Publication date: 10/18/2007
Binding: Paperback
Pages: 320
Size: 8.00" wide x 10.00" long x 0.50" tall
Weight: 1.188
Language: English

Preface
Managing Interactive Media Projects
Introduction
Who Should Read This Book
Party Line
Why This Book?
Projects this Book Covers
Case Study: Theater Company Web Site Overhaul
Meet the Neo-Futurists
The Content Developer
A Typical User
Step-by-Step
Effective Communication
Collaboratively Yours
Project Scenarios
Stay Flexible
Get Crackin'
Exercises
Conceptualization and Initial Planning
Introduction
Get the Hook
Honing an Existing Idea
Profile: Threadless.com: A Good Idea for the Right Audience
It's All About the Details
The Other Side
Develop a Thesis Statement
The Initial Plan
Define Your Audience
Define Your Goals
Define your Tools
Set a Launch Date
Find Resources
The Money Question
Summary
Case Study: Conceptualization and Initial Planning
Brainstorming with the Neo-Futurists
Exercises
Tools
The Initial Proposal
How Much Does a Web Site Cost?
Proposal Precursors: Defining Projects
The Dangling Carrot
Elements of a Good Proposal
Payment Structure
Scope Document
Change Request Forms
Case Study: Building the Neo-Proposal
Joomla CMS
Conclusion
Exercises
Tools
Profile: Alesia Tyree, McDougal Littell: Elements of a Good Proposal
Defining Project Specs
Define Before You Design
Defining a Spec
Profile: Judi Lapinsohn: The Importance of Strategic focus Groups when Assessing Content
Case Study: Defining Project Specs
Lock and Load
Sign-off
Applying Your Specs
System Requirements
Profile: Jason Saunders, Charlottezweb.com: Choosing the Right Hosting Provider
Testing
A Cautionary Tale
Conclusion
Exercises
Supplemental Materials
Content Assessment and Treatment
Content is King
What Makes a Good Story?
Where Will the Content Come From?
Flow Will the Content Be Defined?
Case Study: Assessing the Neo-Futurists' Content
Your Content Development Schedule
Profile: Lee Parkel, Abelson-Taylor: Routed Clean: The importance of the Review Process
The Treatment/Content Outline
Peer Review
Conclusion
Exercises
Information Architecture and Navigation Chart
Content Structures
Information Architecture
Define Media Elements
Define Naming Conventions
Define Directory Structures
Creating Your Flowchart
Conditional Logic vs. Information Screens
Types of Charts
Create Wire-frames
Define Possible Future Content Structures
Case Study: Information Architecture
The Neo Flow
Conclusion
Exercises
Supplemental Materials
Creating a Script and Asset List
Tell Your Story
Head to Head: Script vs. Flowchart
The Script
Consistency Check
Case Study: Script and Asset List
Scripting the Theater
The Asset List
Profile: Judy Cammelot, Devore Software: Developing Scripts for Interactive Projects
Conclusion
Exercises
Tools
Art Direction and Interface Design
Defined, Designed
Conceptualization
Conceptualization Take Two
Creating Design Comps
Profile: Christina Weisbard: The Creative Process and Working with Clients
Creating a Design Rationale Document
Presenting the Designs
The Waiting Game
Comp Revisions
Final Approval
Case Study: Art Direction and Interface Design for the Neo-Futurists
Conclusion
Exercises
Tools
Revisions, Approvals, Scope and Feature Creep
The Revision Factor
Creepers at Bay
Managing Expectations
Case Study: Revisions on the Neo-Futurists Site
Revision Philosophy
Unrealistic Expectations
Approvals: Waiting for the Thumbs Up
Defining the Approval Process
Managing Approvals
Conclusion
Exercises
Tools
Prototyping and Scope Creep Redux
Stop, Click, and Roll(over)
Rapid Prototyping and Iterative Steps
When to Prototype
One Little, Two Little, Three Little Prototypes
Profile: Michael Schaffner: It Works on My Machine: Prototyping and the Testing Process
Feature Creep
Profile: Christopher Salvo: The Benefits of Rapid Prototyping
Conclusion
Exercises
Profile: Dave Clarke: Prototyping Games in Flash
Case Study: Prototyping and Scope Creep Redux
The Navigation Banner
Design Production
Defined, Refined, Redesigned
Concurrent Design and Production
Screen by Screen
Where to Begin
In Your Element(s)
Files and Folders: The Name Game
Work That Template
Don't Be Lazy
Case Study: Design Production for the Neo-Futturists'
The Content Template
Screen Production
Presentation and Approval
Conclusion
Exercises
Tools
Production and Programming
Come Together
Make it Modular
Thirty-One Flavors
Individual vs. Team Production
File Management
The Clock is Ticking
Revisiting Your Tools
Standardize Production Elements
The Asset Library
Structure Setup
Profile: Marcia Sutter: Working with Content Management Systems
Your Faithful Documents
Tracking Time
Progress Reports
Case Study: Production on the Neo-Futurists' site
Conclusion
Exercises
Tools
Testing, Revision Tracking and Quality Assurance
Ready, Set, Test
Testing Defined
Case Study: QA for the Neo-Futurists' Site
The Testing Environment
The Testing Matrix
Bug Standards and Priorities
Finishing Touches
Test Away
Tallying Your Results
Exterminate
Lather, Rinse, Repeat
Other Testing Options
Internal vs. External Testing
Profile: Sean Conley: External Testing and When to Do It
Even Creepier
Case Study. Newark InOne Search Engine Tour
The Need
The Specs
The Content
The Design
The Production
The Testing
The Deliverable
Conclusion
Exercises
Tools
Final Revisions, Launch, Promotion and Maintenance
The Home Stretch
The Cut-off Point
The Final Files
What's in a Master?
Deliverable: Application vs. Source Code
Looking Ahead
If You Build It, Will They Come?
Pixel Polygamy
Promotion
Maintenance
The Plan
Payment Plans
Case Study: "Launching www.neofuturists.org"
Neo-Prep
File Finessing
Promotional Opportunities
Conclusion
Exercises
Tools
Index