Term
1 goals information design |
|
Definition
purpose of the product. entertain , learn, understand, experience, act/buy |
|
|
Term
1 audience information design |
|
Definition
who will be using it. example like age, interests, eye color, weight, location, political standing |
|
|
Term
2 fuction information design |
|
Definition
what does the product need to be able to do |
|
|
Term
3 meduim(function) information design |
|
Definition
devices: computer game console, dvd player, cell phone, pda(palm pilot) mp3, iphone, kiosk |
|
|
Term
medium(function) information design2 |
|
Definition
storage media: cartridge cd, floppy, dvd, blu-ray, hd dvd, umd, flash drive, memory cards, zip disk |
|
|
Term
medium: function and informaiton design CD |
|
Definition
|
|
Term
|
Definition
4.7 gb single layer 8.5 gb dual layer |
|
|
Term
|
Definition
1.44 mb CAN'T FIT SONG OR PIC. NOT CURRENT |
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
standard medium used to distribute media (usually cd and dvd used) |
|
Definition
|
|
Term
information design interaction design presentation design |
|
Definition
what is the product how should it work how should it look |
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
4 information design: authoring tools(content) |
|
Definition
what tools needed to get job done |
|
|
Term
|
Definition
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 |
|
|
Term
5 authoring tools(content) |
|
Definition
inventory list of items needed. detailes list of what needed to bring about product or get it to the form it needs to be |
|
|
Term
6 project plan-information desing |
|
Definition
presenting sequence of events, how long it will take, how much cost and present bid here |
|
|
Term
|
Definition
outline of everything so far |
|
|
Term
|
Definition
map out how content will flow from one page/ screen to the next |
|
|
Term
General goals for an interactive media project |
|
Definition
1. learn or retain by repition, visuals, audio simple clear, step by step, user options, interesting |
|
|
Term
General goals for an interactive media project |
|
Definition
1. learn or retain by repition, visuals, audio simple clear, step by step, user options, interesting |
|
|
Term
|
Definition
2. entertain= make interesting, pace, music, humor, exciting visuals, user customizing, variety, know user |
|
|
Term
|
Definition
3. understan= explain not really to retainbu to see (explain) |
|
|
Term
|
Definition
4. experience= to feel like involved, llike in an location. audio, visually immersive, ambience, choice of wording, tactile, 3-d, interaction, control of perspective |
|
|
Term
|
Definition
act/buy= offer multiple payment options, incentives, persuasion, availability, response like confirmation, account, gift service, shipping option |
|
|
Term
|
Definition
want to know age, location, interests, income, personality, background, sex, education, marital status, ethnithicity, occupation, lifestyle, political standing |
|
|
Term
|
Definition
want to know age, location, interests, income, personality, background, sex, education, marital status, ethnithicity, occupation, lifestyle, political standing |
|
|
Term
playback devices for digital interactive media |
|
Definition
game consoles kus dvd playstation can use blu-ray game cube uses dvd |
|
|
Term
playback devices for digital interactive media |
|
Definition
game consoles kus dvd playstation can use blu-ray game cube uses dvd |
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
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 |
|
|
Term
|
Definition
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 |
|
|
Term
|
Definition
|
|
Term
|
Definition
to orient the users. basic navigation system needed for user to understan where they are and what they can do. |
|
|
Term
2 navigation and access routes |
|
Definition
what connect to what? like on flowchart |
|
|
Term
3 what happens (on every screen) |
|
Definition
wht navigation and interaction options will be needed. what type of interactions can users interact with on screen navigation tools. |
|
|
Term
4. design controls or interacton |
|
Definition
controls- how will they navigate from screen to screen or page to page interaction- will will they interact with the content on each page |
|
|
Term
|
Definition
starting point of presntation design. Adds the elements of time and shows how a user progeresses through the content. |
|
|
Term
more interactive control given to user |
|
Definition
more complex the product well be to develop |
|
|
Term
|
Definition
show pathways and controls. turn information to experience |
|
|
Term
3 key componennets of good navigation design |
|
Definition
1 where am i 2 what can i do 3 how can i do it |
|
|
Term
lot of interacton is based on |
|
Definition
|
|
Term
|
Definition
show us where we are located in content. funnel you down to |
|
|
Term
|
Definition
show us where we are located in content. funnel you down to |
|
|
Term
|
Definition
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. |
|
|
Term
|
Definition
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. |
|
|
Term
|
Definition
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. |
|
|
Term
|
Definition
overhead view of site ex. kanye west or transportation site. can click on different parts in the site map to take to specific location |
|
|
Term
|
Definition
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 |
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
library vs home age? audio? |
|
|
Term
light levels?contrasy Usage(how/where?) home vs work |
|
Definition
#of users, network, public v.s private= login |
|
|
Term
|
Definition
browser mouse pc/mac internet connection controller |
|
|
Term
|
Definition
browser mouse pc/mac internet connection controller |
|
|
Term
how much interaction will i be designing slide show to simulation not really in a step by step order |
|
Definition
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 |
|
|
Term
Interface elements 3categories what for each |
|
Definition
Interface elements Structural: background, windows and panels |
|
|
Term
|
Definition
FUNCTIONAL: buttons and controls |
|
|
Term
|
Definition
Informational: images text video audio animation |
|
|
Term
|
Definition
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 |
|
|
Term
|
Definition
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 |
|
|
Term
|
Definition
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 |
|
|
Term
|
Definition
DESIGNING FOR USABILITY IS AN ONGOING PART OF THE INTERACTION DESIGN ......IT'S NOT ADDED AFTER EVERYTHING IS IN PLACE! |
|
|
Term
STORYBOARD: 5 THINGS FOR INTERACTIVE MEDIA PROJECT (VANTS-L) |
|
Definition
1. VISUALS 2. AUDIO 3. NAVIGATION 4. TIMING 5. SCREEN LAYOUT |
|
|
Term
COMPRESSION: MAKING SMALLER |
|
Definition
|
|
Term
|
Definition
-LOSE QUALITY AND DISCARDS INFO. EVEN SMALLER FILES. CAN DECIDE HOW MUCH COMPRESSION. -JPEG -AAC/MPC |
|
|
Term
|
Definition
-DON'T LOSE QUALITY AS COMPRESS MEDIA; LESS BANDWIDTH SMALLER FILE- SAME QUALITY. -50TH OF ORGINAL SIZE. -TIFF -AIFF/WAV AUDIO FORMAT |
|
|
Term
|
Definition
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 |
|
|
Term
BANDWIDTH: HOW MUCH INTO USER CAN RECIECE AT ONE TIME |
|
Definition
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 |
|
|