Prototype Documentation

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PROTOTYPE DOCUMENTATION

Prototype Documentation



Prototype Documentation

Prototype design

When the client and developer agree to a multimedia project (to create a product that will solve a problem or enhance a process), the next step is to author a small working prototype.

This is when the developer moves to their computer and starts building demonstration screens with working menus, buttons, video clips, sound files and functional navigation. The prototype can now also help highlight any problems with functions or features that may not have been foreseen (Vonk 2009, 19).

Often the developer selects one module of the project and completes the key screens to show the client how it will work. The client can then test the system in 'real terms' not just on paper. Remember also that some clients will have limited experience with multimedia—it is difficult for them to sign off on design and development aspects they don't fully understand. The prototype can clearly demonstrate the model and design of the final product.

Aesthetics—find the right measure

The prototype doesn't necessarily have to look 'pretty'—the most important thing is functionality. Unfortunately with many projects, too much time is spent on aesthetics.

Aesthetics do have a place. The developer may be trying, while building a skeletal working model, to convince the client to sign-off at that stage or to elicit positive comments from the client. The sad reality is that is a program looks unprofessional, some of the user focus group may consider the whole project in that light. Some balance is necessary, while not overdoing efforts on design aesthetics to the detriment of function. If a small amount of graphic work and a few fancy animation elements are needed, so be it (Skidmore 2008, 19-88).

Costing

Until the prototype is built, working, evaluated and the scope document is signed, the developer generally has been guessing at the size and complexity of the project. Many developers actually charge clients on a component basis. For example, they seek separate and individual payments for initial analysis, prototype design, assembling media, development, implementation and then final handover.

Charging on a component basis may be wise; for instance, if the prototype reveals major technical or user expectation hurdles, and increased funding is then needed. The opposite would apply if the development process were minimised or became easier (Pressman 2007, 19-27).

Repackaging considerations

Some clients will be aware of what developers are sometimes able to do in regard to building a product for one client, then basically changing the name and on-selling it to others. Dissembling as to the originality of the product is to no-one's advantage and could guarantee a short career.

More meaningfully, careful negotiations must always be considered in regards the true production price of multimedia development, as it often decreases with every title.

Design models

There is no one method or guaranteed way to produce the perfect product in all circumstances. Even in the world of large-scale software production, as with smaller scale developments, there are many engineering models. In the end, however, most of them come down to common ...
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