Building
a Multimedia Project
Team
members
1.
Sound designer
2.
Interaction designer
3.
Typographer
4.
Graphic artist
5.
Animation artist
6.
Programmer
7.
Editor / writer
8.
Production manager
Concept
- Design - Production
1.
Separate the stages - the concept development should not happen in the design.
The design should not be taking place during the production.
2.
Failing to keep the stages separate will result in an increase in project cost
and may require the team to produce new parts of the project.
Perpetual Perfection or The Never Ending Design Cycle
1.
Comes from team members changing decisions made in the early phase.
2.
It is the continuous, unstructured changing, and intended improvements of a
project during the later design and production stages.
3.
Vary on a case by case basis
4.
Usually takes place under stressful conditions in production
5.
The intended improvements do not tend to improve the product as a whole because
the changes will create inconsistencies.
6.
The changes drive the product beyond all deadlines and exceeds the approved
budget specs.
How to avoid it!
1.
Plan some iterations (prototyping and evaluations) in the beginning
2.
After agreeing on concept
3.
Do a short run of design exercises (sketches)
4.
Re-evaluate the concept with the first sketches on the table
5.
This should allow you to improve on the clarity precision of the concept
6.
This also allows a second opportunity to check your ideas with the client.
Concept
A
clear concept is of utmost importance
Nature
of the Problem:
What is the project really about?
What do we want to give to the user?
What do we want to say about the subject?
What is the user interested in knowing?
Which
interest will cause user-project closure?
Nature
of the Audience:?
Consider the Target Group
Who are they?
What are their habits?
Who is the competition in the same market?
Functional
Parameters:
Constraints of Time
Constraints of Budget
Constraints of Technology
Available Talent
Client, editors, designers, and
production staff
Changes can happen but they are very time consuming and expensive, because you
basically have to re-think every decision based on the old concept
Design
Stage
two: Avoid traps:
1.
System Thinking: You are not the User
2.
Too Many Possibilities: being critical of your work
3.
Quizzes: Puzzles do not belong in communication
4.
Too Much Room: No extra charge for color and pages
Having
an idea and getting the idea right:
Personal
Creativity:
1.
Artistic content is based on presuppositions and philosophy which comprise an
artist's premise or point of view.
2.
Designer's temper these presuppositions and philosophical inquiries with
client-based problems and intellect.
Development
Study the history of art. The fine arts (specifically painting) have preceded
Thinking:
a.
Ask yourself what is to be achieved?
b.
What visual approach will motivate a response?
c.
What stylistic requirements are there?
d.
How does my audience see?
Looking
a.
Ask yourself why something is working. Why isn't it working?
b.
Develop a critical eye. Be critical for the benefit of the project, the
audience, and the development of your skills.
Suggestions
*
Discipline yourself to solve the problem. Force yourself to think differently.
Find the right solution.
*
Don't settle for the first answer.
*
Take risks, have fun. Your own confidence builds trust, helps credibility and
reinforces the message.
*
Avoid visual ambiguity when communication is desired.
*
Avoid contrived and self-indulgent solutions.
*
Don't imitate, create.
*
Remember that fashionable images lack integrity. Trends die quick. Design must
be timely and timeless.
*
Graphic cosmetics are not enough.
*
Remember that a well communicated message is better than devising a stunning
layout that means nothing.
*
Break boundaries:
*
apply individual values
*
overcome blocks (perceptual, conceptual, psychological)
*
explore new ways to motivate your viewer
*
understand space (physical, psychological)
*
Develop your composition up until it feeds and fuels your intended message...
*
Think verbal-visual space.
*
Study art and design history. It's not all new, but sometimes reinventing.
Ten
Questions from the Discerning Viewer to the Artist or Designer
1.
What is the purpose of this piece?
2.
Does it pose or answer the question?
3.
If it does, are sufficient visual clues provided to beckon and direct the
viewer's response?
4.
Is every element present necessary?
5.
Does this work define or clarify your thoughts or visualization of those
thoughts?
6.
Does the message merit/or warrant the particular level of execution employed?
(Do the means suit the ends?)
7.
Is there a "creative transformation" or does this work place a
"distance" between the artist and the audience?
8.
What type of experience do you want the viewer to have?
9.
What three adjectives would you attach to this work?
10.
Does this piece offer any significant social, political, cultural or
psychological insights or truths?
The
Design Process:
1.
Problem Definition
2.
Information Gathering
3.
Idea Finding
4.
Solution Finding
5.
Implementation