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| 1 goals
information design |
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purpose of the product. entertain , learn, understand, experience, act/buy
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| 1 audience
information design |
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who will be using it. example like age, interests, eye color, weight, location, political standing
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Term
| 2 fuction
information design |
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what does the product need to be able to do
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Term
| 3 meduim(function)
information design |
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devices: computer game console, dvd player, cell phone, pda(palm pilot) mp3, iphone, kiosk
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Term
| medium(function)
information design2 |
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storage media: cartridge
cd, floppy, dvd, blu-ray, hd dvd, umd, flash drive, memory cards, zip disk
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| medium: function and informaiton design
CD |
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4.7 gb single layer
8.5 gb dual layer
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1.44 mb CAN'T FIT SONG OR PIC. NOT CURRENT
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| standard medium used to distribute media (usually cd and dvd used) |
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Term
| information design
interaction design
presentation design |
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what is the product
how should it work
how should it look
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Term
| 4 information design: authoring tools(content) |
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what tools needed to get job done
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multimedia= flash, director
online publishing= dreamweaver, front page
Electronic documents= adobe acrobat
presentations= powerpoint, keynote
dvd authoring= apple, dvd. studio pro, adobe, encore, lap pro
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Term
| 5 authoring tools(content) |
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inventory list of items needed. detailes list of what needed to bring about product or get it to the form it needs to be
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Term
| 6 project plan-information desing |
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presenting sequence of events, how long it will take, how much cost and present bid here
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outline of everything so far
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map out how content will flow from one page/ screen to the next
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Term
| General goals for an interactive media project |
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1. learn or retain by repition, visuals, audio simple clear, step by step, user options, interesting
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| General goals for an interactive media project |
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1. learn or retain by repition, visuals, audio simple clear, step by step, user options, interesting
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2. entertain= make interesting, pace, music, humor, exciting visuals, user customizing, variety, know user
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3. understan= explain not really to retainbu to see (explain)
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4. experience= to feel like involved, llike in an location. audio, visually immersive, ambience, choice of wording, tactile, 3-d, interaction, control of perspective
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act/buy= offer multiple payment options, incentives, persuasion, availability, response like confirmation, account, gift service, shipping option
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want to know age, location, interests, income, personality, background, sex, education, marital status, ethnithicity, occupation, lifestyle, political standing
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want to know age, location, interests, income, personality, background, sex, education, marital status, ethnithicity, occupation, lifestyle, political standing
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Term
| playback devices for digital interactive media |
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Definition
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game consoles kus dvd
playstation can use blu-ray
game cube uses dvd
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Term
| playback devices for digital interactive media |
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Definition
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game consoles kus dvd
playstation can use blu-ray
game cube uses dvd
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only need arrows at 1 end. pointing to home-if it leads back to home. If not going back don't need arrows there. no double sided arrows needed. flow
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only need arrows at 1 end. pointing to home-if it leads back to home. If not going back don't need arrows there. no double sided arrows needed. flow
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to orient the users. basic navigation system needed for user to understan where they are and what they can do.
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Term
| 2 navigation and access routes |
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what connect to what? like on flowchart
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Term
| 3 what happens (on every screen) |
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wht navigation and interaction options will be needed. what type of interactions can users interact with on screen navigation tools.
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Term
| 4. design controls or interacton |
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controls- how will they navigate from screen to screen or page to page
interaction- will will they interact with the content on each page
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starting point of presntation design. Adds the elements of time and shows how a user progeresses through the content.
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| more interactive control given to user |
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more complex the product well be to develop
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show pathways and controls. turn information to experience
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| 3 key componennets of good navigation design |
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1 where am i
2 what can i do
3 how can i do it
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| lot of interacton is based on |
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show us where we are located in content. funnel you down to
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show us where we are located in content. funnel you down to
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ex. tabs liek file folders for navigation. only like 2 levels deep. gives you something familiar to you. not a file folder but seems similar to it.
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ex. tabs liek file folders for navigation. only like 2 levels deep. gives you something familiar to you. not a file folder but seems similar to it.
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ex. tabs liek file folders for navigation. only like 2 levels deep. gives you something familiar to you. not a file folder but seems similar to it.
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overhead view of site ex. kanye west or transportation site. can click on different parts in the site map to take to specific location
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actually looks and functions as it looks. like the site with the pen and paper with its a notebook for you to write notes and turn pages
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library vs home
age?
audio?
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Term
| light levels?contrasy
Usage(how/where?)
home vs work |
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#of users, network, public v.s private= login
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Definition
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browser
mouse
pc/mac
internet connection
controller
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Definition
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browser
mouse
pc/mac
internet connection
controller
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Term
| how much interaction will i be designing
slide show to simulation
not really in a step by step order |
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slide show =basic level control pace
basic=sequence order goto different page
media=video audio scrolling(page interact)
variable= user input like loan calculator
transaction=take info, store, buy someting
objects=basic games tetris control object
simulation= video games virtual reality
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Term
| Interface elements 3categories what for each |
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Definition
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Interface elements
Structural: background, windows and panels
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FUNCTIONAL: buttons and controls
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Term
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Definition
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Informational:
images
text
video
audio
animation
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Term
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Definition
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1. DONT FORCE THE USER TO "LEARN" YOUR PRODUCT
2. DON'T FORCE USER TO START VIDEO OR SONG UNLESS REASON Y
3. AVOID ELABORATE FEATURES OR MULTIPLE WAYS TO DO A THING
4. AVOID CONFLICTING CONTROLS
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Term
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Definition
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5. AVOID CRYPTIC ERROR MESSAGES (401 NOT FOUND)
6. AVOID REDEFINING STANDARDS- EX. MENU POP OUT OF BUTTON
7. AVOID EXCESSIVE MEDIA CONTROLS- TOO MUCH CONTROL BAD
8. REMOVE OBSTACLE- DIRECT USER INTERACTION
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Term
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Definition
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9. MINIMIZE EFFORT- RELATED CONTROLS TOGETHER, BUTTONS IN EASY REACHABLE PLACES IN RELATION TO OTHER ITEMS ON SCREEN
10. GIVE FEEDBACK- RESPOND TO MOUSECLICKS WITH SOUND OR MOTION
SHOW LOADING PROCESS BARS,, HIGHLIGHT SELECTED ITEMS
11.BE CLEAR- CLICKABLE OR BUTTON IS OR NOT
12. BE FLEXIBLE- USE SHORTCUTS TO SKIP INTRO'S ETC
MAKE ALL MEDIA INTERRUPTIBLE
MAKE EASY TO QUIT ANYTIME
BE FORGIVING-EX. NOT LETTING THEM LEAVE SCREEN UNLESS GET RIGHT OR TYPE SPELLING RIGHT
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Definition
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DESIGNING FOR USABILITY IS AN ONGOING PART OF THE INTERACTION DESIGN ......IT'S NOT ADDED AFTER EVERYTHING IS IN PLACE!
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Term
| STORYBOARD: 5 THINGS FOR INTERACTIVE MEDIA PROJECT (VANTS-L) |
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Definition
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1. VISUALS
2. AUDIO
3. NAVIGATION
4. TIMING
5. SCREEN LAYOUT
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Term
| COMPRESSION: MAKING SMALLER |
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-LOSE QUALITY AND DISCARDS INFO. EVEN SMALLER FILES. CAN DECIDE HOW MUCH COMPRESSION.
-JPEG
-AAC/MPC
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-DON'T LOSE QUALITY AS COMPRESS MEDIA; LESS BANDWIDTH SMALLER FILE- SAME QUALITY.
-50TH OF ORGINAL SIZE.
-TIFF
-AIFF/WAV AUDIO FORMAT
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BALANCE BETWEEN QUALITY & FILE SIZE
1,411KBPS WAV UNCOMPRESSED
128 KBPS CD QUALITY FOR MPCC IS 1MB STANDARD 10:1 RATIO
DO MONO INSTEAD OF STEREO FOR DIALUP AND SAMPLE AUDIO CLIP
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Term
| BANDWIDTH: HOW MUCH INTO USER CAN RECIECE AT ONE TIME |
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Definition
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DIAL UP- 56K KILOBITS PER SECOND
DSL- 128K-3.0 MBPS MEGABITS PER SECOND
CABLE- 1.5 MBPS-6.0 MBPS
KB= KILOBYTES
1BYTE= 8 BITS
DIVIDE BITS BY 8 TO GET BYTES
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