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Preface ix
Managing Interactive Media Projects 1
Introduction 2
Who Should Read This Book 2
Party Line 2
Why This Book? 4
Projects this Book Covers 5
Case Study: Theater Company Web Site Overhaul 5
Meet the Neo-Futurists 5
The Content Developer 6
A Typical User 7
Step-by-Step 8
Effective Communication 9
Collaboratively Yours 9
Project Scenarios 9
Stay Flexible 10
Get Crackin' 10
Exercises 11
Conceptualization and Initial Planning 13
Introduction 14
Get the Hook 14
Honing an Existing Idea 15
Profile: Threadless.com: A Good Idea for the Right Audience 15
It's All About the Details 19
The Other Side 21
Develop a Thesis Statement 21
The Initial Plan 22
Define Your Audience 22
Define Your Goals 22
Define your Tools 23
Set a Launch Date 23
Find Resources 23
The Money Question 24
Summary 25
Case Study: Conceptualization and Initial Planning 25
Brainstorming with the Neo-Futurists 25
Exercises 28
Tools 28
The Initial Proposal 29
How Much Does a Web Site Cost? 30
Proposal Precursors: Defining Projects 31
The Dangling Carrot 34
Elements of a Good Proposal 35
Payment Structure 40
Scope Document 40
Change Request Forms 40
Case Study: Building the Neo-Proposal 41
Joomla CMS 42
Conclusion 41
Exercises 41
Tools 44
Profile: Alesia Tyree, McDougal Littell: Elements of a Good Proposal 45
Defining Project Specs 47
Define Before You Design 48
Defining a Spec 49
Profile: Judi Lapinsohn: The Importance of Strategic focus Groups when Assessing Content 49
Case Study: Defining Project Specs 53
Lock and Load 56
Sign-off 56
Applying Your Specs 57
System Requirements 57
Profile: Jason Saunders, Charlottezweb.com: Choosing the Right Hosting Provider 57
Testing 59
A Cautionary Tale 60
Conclusion 61
Exercises 61
Supplemental Materials 61
Content Assessment and Treatment 63
Content is King 64
What Makes a Good Story? 64
Where Will the Content Come From? 64
Flow Will the Content Be Defined? 65
Case Study: Assessing the Neo-Futurists' Content 65
Your Content Development Schedule 67
Profile: Lee Parkel, Abelson-Taylor: Routed Clean: The importance of the Review Process 67
The Treatment/Content Outline 69
Peer Review 70
Conclusion 71
Exercises 71
Information Architecture and Navigation Chart 73
Content Structures 74
Information Architecture 74
Define Media Elements 75
Define Naming Conventions 75
Define Directory Structures 77
Creating Your Flowchart 80
Conditional Logic vs. Information Screens 80
Types of Charts 81
Create Wire-frames 82
Define Possible Future Content Structures 83
Case Study: Information Architecture 83
The Neo Flow 83
Conclusion 85
Exercises 85
Supplemental Materials 85
Creating a Script and Asset List 87
Tell Your Story 88
Head to Head: Script vs. Flowchart 88
The Script 89
Consistency Check 91
Case Study: Script and Asset List 91
Scripting the Theater 91
The Asset List 92
Profile: Judy Cammelot, Devore Software: Developing Scripts for Interactive Projects 93
Conclusion 93
Exercises 95
Tools 95
Art Direction and Interface Design 97
Defined, Designed 98
Conceptualization 98
Conceptualization Take Two 100
Creating Design Comps 102
Profile: Christina Weisbard: The Creative Process and Working with Clients 103
Creating a Design Rationale Document 107
Presenting the Designs 108
The Waiting Game 108
Comp Revisions 109
Final Approval 109
Case Study: Art Direction and Interface Design for the Neo-Futurists 109
Conclusion 112
Exercises 112
Tools 112
Revisions, Approvals, Scope and Feature Creep 113
The Revision Factor 114
Creepers at Bay 114
Managing Expectations 115
Case Study: Revisions on the Neo-Futurists Site 115
Revision Philosophy 117
Unrealistic Expectations 118
Approvals: Waiting for the Thumbs Up 119
Defining the Approval Process 120
Managing Approvals 120
Conclusion 120
Exercises 120
Tools 120
Prototyping and Scope Creep Redux 121
Stop, Click, and Roll(over) 122
Rapid Prototyping and Iterative Steps 122
When to Prototype 123
One Little, Two Little, Three Little Prototypes 123
Profile: Michael Schaffner: It Works on My Machine: Prototyping and the Testing Process 123
Feature Creep 124
Profile: Christopher Salvo: The Benefits of Rapid Prototyping 125
Conclusion 126
Exercises 126
Profile: Dave Clarke: Prototyping Games in Flash 127
Case Study: Prototyping and Scope Creep Redux 129
The Navigation Banner 129
Design Production 131
Defined, Refined, Redesigned 132
Concurrent Design and Production 132
Screen by Screen 134
Where to Begin 134
In Your Element(s) 135
Files and Folders: The Name Game 135
Work That Template 136
Don't Be Lazy 137
Case Study: Design Production for the Neo-Futturists' 137
The Content Template 137
Screen Production 140
Presentation and Approval 140
Conclusion 140
Exercises 140
Tools 140
Production and Programming 141
Come Together 142
Make it Modular 142
Thirty-One Flavors 143
Individual vs. Team Production 143
File Management 143
The Clock is Ticking 145
Revisiting Your Tools 145
Standardize Production Elements 146
The Asset Library 149
Structure Setup 150
Profile: Marcia Sutter: Working with Content Management Systems 151
Your Faithful Documents 152
Tracking Time 152
Progress Reports 152
Case Study: Production on the Neo-Futurists' site 153
Conclusion 156
Exercises 156
Tools 156
Testing, Revision Tracking and Quality Assurance 157
Ready, Set, Test 158
Testing Defined 158
Case Study: QA for the Neo-Futurists' Site 159
The Testing Environment 161
The Testing Matrix 161
Bug Standards and Priorities 163
Finishing Touches 164
Test Away 164
Tallying Your Results 164
Exterminate 164
Lather, Rinse, Repeat 164
Other Testing Options 164
Internal vs. External Testing 165
Profile: Sean Conley: External Testing and When to Do It 167
Even Creepier 168
Case Study. Newark InOne Search Engine Tour 170
The Need 170
The Specs 171
The Content 172
The Design 173
The Production 173
The Testing 175
The Deliverable 176
Conclusion 177
Exercises 177
Tools 177
Final Revisions, Launch, Promotion and Maintenance 179
The Home Stretch 180
The Cut-off Point 180
The Final Files 180
What's in a Master? 180
Deliverable: Application vs. Source Code 181
Looking Ahead 182
If You Build It, Will They Come? 182
Pixel Polygamy 182
Promotion 182
Maintenance 184
The Plan 184
Payment Plans 184
Case Study: "Launching www.neofuturists.org" 185
Neo-Prep 186
File Finessing 186
Promotional Opportunities 187
Conclusion 188
Exercises 188
Tools 188
Index 189
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Add Managing Interactive Media Projects, 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 ins, Managing Interactive Media Projects to the inventory that you are selling on WonderClubX
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Add Managing Interactive Media Projects, 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 ins, Managing Interactive Media Projects to your collection on WonderClub |