Title: Storyboard
1Storyboard
- What do we mean by the term Storyboarding?
- Storyboarding is a powerful and simple technique
for capturing ideas about the form and appearance
of a system - the storyboard expresses, in one way or another,
everything that can be seen or heard or
experienced by the end-user of the multimedia
program - Derived from film and video production
- In planning a scene, a storyboard is created
representing the different shots that will be
linked together to form the scene. - In multimedia design we can use a line drawing to
identify the main features of one screen, drawn
at a chosen level of precision. A series of such
drawings can be linked together to illustrate the
links and transitions between screens. - We start by developing a navigational structure,
for the presentation itself
2The four primary navigational structures used in
hypermedia
3- The Storyboard actually begins life in the
description of the goals of the project itself. - The clients descriptions of their requirements
can be divided into - the context of the application (metaphor(s))
- the content of the application
- the goals and anticipated outcomes of the project
- functionality additional to the standard
interactivity controls provided for multimedia
applications - multimedia/hypermedia requirements
- Storyboarding plays an important role in these
areas in providing everyone, including the
client, if there is one, with a common point of
reference, to verify and validate structural and
content elements.
4- From this information an initial specification
can be developed - described in film/video development as an
application script - outlines the project goals in terms of
- development of context and context-related
material - incorporation of existing content
- identification of new content to be developed
- use of multimedia and hypermedia to
support/provide context and content - structure of the program can be described in
terms of - standard interface components
- interactivity controls
- additional specific functionality
- describes anticipated outcomes in terms of
- testing and evaluation strategy
- user acceptance testing
5- From the initial specification, an outline can be
developed - uses same basic technique as outlining content
for an essay, identifying main sections of the
content under specified heading, then identifying
subsections and subsection headings within each
section, and so on - only major difference is that it translates the
outline structure (the content entries) into
branches (points of decision) on the screen - thus the major headings in the outline become the
options available to the user in the main menu of
the program, subheadings form subsidiary menus on
branched screens, etc - this branching provides a halfway-house between
the linearity of a standard film/video outline
and the full hypermedia web, which includes
lateral as well as hierarchical links.
6- From the specification and the outline, a logic
flow chart is developed - provides a map of the proposed system, to support
multimedia authoring - illustrates the choices available to the user
from each screen - The storyboard itself is a graphic representation
of the proposed multimedia application,
essentially a rendition of the specification - can use standard templates
- supports the development of hypermedia linking,
at screen level - provides a history of the development of the
design of the application, through the production
log
7Example
8Example
9Information in Storyboard
- following information must be included
- A sketch or drawing of the screen, page, or
frame. - Color, placement, and size of graphics, if
important. - Actual text, if any, for each screen, page, or
frame. - Color, size, and type of font, if there is text.
- Narration, if any.
- Animation, if any.
- Video, if any.
- Audio, if any.
- Audience interaction, if any.
- Anything else the production crew needs to know.
10The Advantages of Storyboarding
- It helps catalyse feelings about the feasibility
of the program idea. If the storyboard looks
wrong, the program will too. - Omissions may be spotted as a result of producing
the storyboard. - There is a document which everyone can point to
as a common point of reference, enabling the
design team (which includes the client) to say,
'Yes, that is what I meant', or 'No, we've a
problem here'. - The storyboard helps focus on the total content
of the program, both from the point of view of
the overall size of the program, and in
discussing user interaction times. - Problems may be spotted from the storyboard which
may have proven more costly to correct at a later
stage. - A detailed storyboard can save time in writing
project documentation, e.g., in the production of
the product specification document. - Advanced planning can result in templates for the
content-writer to work with. This speeds up the
content-writing process and makes the production
of the storyboard itself so much faster.
11Interaction/Navigation Design
- The World Wide Web, by its very nature,
encourages jumping from one site, from one page,
from one thought, to another. It's all so easy - Reading a book is essentially a linear process.
You start at the beginning and read to the end - With the advent of interactive hypertext, you can
be reading a line of text on one page, and with
the click of a button, be transferred to a cross
referenced line of text on a site on the other
side of the world - If things are where you expect them, theyre easy
to find - The problem with knowledge is that its not made
up of simple linear relationships. Its a messy
interrelated thing
12Interaction Design
-
- Delight is the facilitative component of
experience. It can be stimulated through a
variety of means, including - surprise
- confirmation of expectations
- aesthetic stimulation
- Difficulty is the challenging component of
experience. It can arise through a variety of
means, including - error
- violation of expectations
- conflict
13Navigation Maps
- A navigation map outlines the structure of the
entire web project...showing all of the html
pages and the connections from one page to
others. It is useful for organizing and clearly
seeing how material should be connected. The
Navigation Map is similar to a storyboard, except
that it doesn't provide detail as to the contents
of the individual pages. Below are some examples
of navigation maps. - Linear Structure
- Hierarchical Structure
- Non-Linear Structure
- Composite/Hybrid Structure
14Linear Structure
- The web user navigates sequentially, moving from
one page to the next.
15Hierarchical Structure
- Analogous to the branches of a tree. To move from
top to bottom, one must move down one branch at a
time...with more branches being available the
lower you go. The structure is shaped by some
natural logic.
16Non-Linear Structure
- Web users can navigate freely through the content
of the web project, unbound by predetermined
routes.
17Composite/Hybrid Structure
- For the most part users can navigate freely (as
in the non-linear structure), but are
occasionally constrained to a linear or
hierarchical structure for some of the material.
18- How we organises information, whether its on
the Web, or in a library, is a balance between
how information wants to be organised and how
users want to find it. - Three major factors in most personal organisation
schemes - Time
- Frequency of use
- Randomness
- There are a lot of wonderfully unpredictable
folks out there creating wonderfully
unpredictablesites that work just fine for them.
The problem is they dont work for anyone else. -
19 Interaction Styles
- A dialogue between the computer and the user
- Common interaction styles
- Command line interface
- Menus
- Natural language
- Question/answer and query dialog
- Form-fills and spreadsheets
- WIMP
- Point and click
- Three dimensional interfaces
20Command line interface
- 1st interactive dialog
- Express instructions to the computer directly,
using function key, single characters,
abbreviations and whole-word commands - Powerful
- Direct access to system functionality
- Flexible
- The command often has a number of options or
parameters that will vary its behaviour in some
way - Can be applied to many objects at once
- Useful for repetitive tasks
- Difficult to use and learn
- Command must be remembered
- Better for expert user
21Menus
- Set of option available to the user is displayed
on the screen, and selected using mouse, or
numeric or alphabetic keys - No need to recall since options are visible
- Menu options need to be meaningful and logically
grouped - Menus are hierarchically ordered
- The grouping and naming of menu options provides
cue for the user to find the required option
22Natural Language
- Computer that is able to understand instructions
expressed in everyday words. - Language is ambiguous at a number of level
(syntax, structure, meaning, phrase) - the man hit the boy with the stick
- A single word has a few meaning
23Question/answer and query dialog
- A simple mechanism for providing input to an
application in a specific domain - User is asked a series of questions and so led
through the interaction step by step - Easy to learn and use
- Query languages, used to construct queries to
retrieve information from the database - User need to specify attributes for which to
search the database
24Form fills and spreadsheets
- Used primarily for data entry but also be useful
in data retrieval applications - User filling in appropriate values
- Spreadsheets are a sophisticated variation of
form filling - Comprises a grid of cells, each of which contain
a value of formula (can involve the values of
other cells)
25The WIMP Interface
- Windows, Icons, Menus and Pointer
- Windows, Icons, Mice and Pull-down Menus
- Default interface style for the majority of
interactive computer systems
26Example of WIMP
HOME This hypertext home page link issimple and
unambiguous
Another typical
navigation elementproviding a clue to its
purposebut giving no visual feedback when
clicked
This could be an
imagemapwith hyperlinks to other referencesbut
there is no immediate clueto tell the user that
it is not just apretty picture - until you
notice thatthe cursor changes over
certainobjects and read the messages inthe
browser status bar.
The home page link on
the leftis obviously a button but provides
novisual feedback when clicked
An unlabelled icon that isfairly easily
understood because it isrecognisable
throughfamiliarity and is in context
This could be a buttonor just a 'dead'
bullet
27Point-and-click Interfaces
- Point at any area of images
- Closely related to WIMP
- Extensively used in touchscreen information
systems
28Three dimensional interface
- Virtual reality
- 3D workspaces
- Objects displayed in perspective when at an angle
to the viewer and shrink when they are further
away - Size, light provide a sense of dictance
29Problems in Navigation
- Disorientation
- Cognitive Overload
30Disorientation
- Situation where user lost or they dont know
where they were within non-linear application.
Sometimes this phenomenon also called lost in
hyperspace - How to avoid
- Limit the number of links
- Use global mapping, visual location pointer
- Create buttons to home or automated backtracking
31Cognitive Overload
- Problem arise when user is presented with too
many hypertext (too many choices) - User will getting confuse which link to follow
and could have some feeling of irritating - End up, user no longer favour to use the
application - How to avoid
- Use of glossary for technical jargons
- Pop-up windows for glossary, help function
- Avoid putting to much hypertext within a single
node (max 8)