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1. Introduction
The production of a business
multimedia product incorporates knowledge and expertise from the
business environment, software engineering, and the multimedia
interface. Each of these areas uses specific terminology to describe
elements of their environment. Semantic discrepancy between terms used
in the various disciplines hinders the establishment of mutually
understood requirements specification. Such misunderstanding has long
been a feature of the interaction between software development and
business with a number of frameworks and methods introduced to
facilitate communication. The multimedia interface adds a further layer
of complexity to this problem.
Evaluation criteria for business
multimedia products need to be derived from the multiple disciplines
that have come together within this application area. To produce such
criteria it is necessary to establish an acceptable definition of
multimedia incorporating all applicable elements from disciplines
relevant to the development objectives.
The Multimedia Interface relies on
usability factors and aesthetic judgement to provide the product with an
interface that is appropriate for its technical and business objectives.
Therefore the evaluation of the multimedia interface involves both
objective and subjective indicators.
From a business perspective, the
development of a multimedia product must result in a product of value
that contributes to the attainment of strategic objectives. The
translation of market oriented product requirements into technological
tolerances suitable for software engineers and aesthetic and cognitive
parameters appropriate to multimedia interface design are crucial for
determination of indicators for the evaluation of design elements.
Software Engineering provides the
technical basis for determining how such parameters can be implemented
to provide a product that is fit for purpose. Proven methods generate
the technical requirements of the end product to objective engineering
tolerances e.g. reliability, portability, efficiency.
Whilst evaluation techniques for
the business and software engineering areas are well established, and
tried and trusted techniques exist, these are not designed for the
multimedia interface. This paper examines the areas of the multimedia
interface, and of business and software engineering, to tease out a set
of generic design goals. These design goals are then reformulated as the
framework within which the business multimedia product can be evaluated.
2. Multimedia interface requirements
To establish a generic framework it
is necessary to establish the parameters of multimedia. However the
definition of multimedia is itself problematic which is why so many
multimedia experts feel the need to give their own definition (Reisman
1998). This section examines the requirements of the multimedia
interface from a number of perspectives in order to establish its
generic requirements.
2.1 Art
Multimedia art offers an
environment in which art and technology are fused, form and content are
one: the medium is the message. The audience is immersed in a
multi-sensory experience. A level of interaction is often present to
actively engage the audience and this may be used to allow the audience
to select its own apparently random way through the ‘piece’. Multimedia
covers many media but it is the synergy of the different media, and of
the form and content that is important. A sort of narrative exists
(Packer 1999). It is not linear but it does, through interaction, enable
the audience to engage in a particular set of experiences.
The criteria ‘Synergy’, ‘Hyper-Narrativity’,
and ‘Interactivity’ are proposed and cover the synergistic, hyper
narrative, and interactive features observed above.
2.2 Computer gaming
Synergy, Hyper-Narrativity, and
Interactivity are also observed within the field of computer games.
Interaction with the game becomes a natural extension of the player with
games players so engaged in the activities of the game that they no
longer notice the technology being used for the interface controls.
Narrative structure to the game exists but players are able to move
between the ‘nodes’ of the game as they choose. Synergy is evident as
the game is a multi-modal activity with the technological infrastructure
and game content fused. In order to prevent the player from becoming
overwhelmed with irrelevant information, both in terms of location, and
in terms of control mechanisms, containment mechanisms are used (Mallon
& Webb 2000). The proposition ‘Leanness’ is introduced as the prevention
of overload of irrelevant information and of irrelevant controls.
2.3 Hypertext and
Hypervideo
Similar structures are reported
within hypertext and hypervideo with threads of narrative interweaving
through a network of nodes (Schneider and Smoliar 2001). The narrative
consists of nodes of content with links to further nodes. A link-less
node indicates closure of a path. Narrative, whilst selected by the
viewer, is not random and is part of the design e.g. an interactive
video may have a number of differing story lines but there is a limited
number available; demonstrating hyper-narrative, interaction, and
leanness. Synergy is shown by the delivery of the material itself i.e.
the fusion of the delivery mechanism and the content. The system
embodies the information that represents the total content domain of all
the narratives that may unfold. The proposition ‘Embodiment’ is
introduced to indicate the coverage of the total content material. In
terms of content, Lean and Embodiment complement each other: the system
should contain all of the information needed to portray the narratives
but only that information.
2.4 Teaching and learning
The factors of Synergy, Hyper-Narrativity,
and Interactivity, Leanness and Embodiement are demonstrated within
teaching and learning environments. Typically a system would involve a
number of tasks. Each task would have objectives and learning outcomes,
content associated with the delivery of those outcomes, and a method for
the assessment of those outcomes. Tasks would be grouped together to
form lessons with students allowed to progress from one task to another
by the achievement of a preset score. In some cases a task could be
skipped or exited without the preset score being achieved. The
environment within which these tasks are set would have a consistent
interface structure and a navigation structure.
An example of such an environment
is a graphics based package for teaching and learning called WordShark (WhiteSpace
2003). The student is presented with a list of available lessons and
tasks based on their student profile and the required learning outcomes.
The student then selects the exact lesson and tasks from this restricted
list (demonstrating Hyper-Narratvity). Interaction is demonstrated by
students’ engagement with the system through navigation, participation
in the choice of learning material, participation in learning, and
participation in reward mechanisms. Embodiment is demonstrated by the
system containing all of the information necessary to dispense all of
the lessons. Leanness is demonstrated by the restriction of controls and
by the restriction of information to that required for any given student
at any given time. Synergy is demonstrated by the multi-modal portrayal
of information through a combination of audio, text, graphics, and
touch, in such a way that the technology is transparent. Message and
medium are one.
But is this multimedia?
This is a problem also seen in the
computer gaming industry where it is often difficult to separate between
multimedia-based games and graphics-based games. The use of video cannot
be the decisive factor. The dividing line is really one of artistic
aesthetic (Gonzalez 2000). This is an intangible quality and presumably
differs from person to person. What does matter though, is high quality
content and the way that it is portrayed.
2.5 Visual design
From the perspective of the visual
designer, high quality content is information rich revealing both detail
and complexity in an easily understood manner. Any confusion and clutter
are failures of the design and not attributes of the information [Tufte
2001]. Viewers are free to concentrate on the information being
presented and not on any containers or borders. Metaphor and referent
are used to give context to the content. How the data is turned into
such content is part of the design process and often dependent on the
particular media and its grammar. The quality of the information is
covered within Embodiment and its presentation and form within Synergy.
The removal of ‘noise’ fits with the concept of Leanness. A description
of media aesthetics, the process of examining media elements such as
lighting, picture composition, and sound, the manipulation of perceptual
reactions, and artistic message communication, can be found in
(Zettl1999).
2.6 Web sites
Web sites demonstrate Synergy,
Interactivity, Hyper-Narrativity, Leanness, and Embodiment. Sites are,
in effect, based on a structure of nodes with each node comprising of
one or more pages. Each node has (liberal) links to other nodes and may
have links to other sites. Each node may contain multimedia objects. The
site should be capable of changing over time if necessary. Its content
should remain up to date and its functions should grow and shrink
according to the requirements of the users (Nielsen 2000).
Interaction is demonstrated by the
user being able to engage with the system navigation tools to select
content; by engagement with the content; by engagement with other
controls available; and by engagement with other features of the site
(forms etc.). Hyper-Narrative is shown by the intentional design of a
number of nodes and the links between them: there is an overall purpose
to the site but the user is free to move between the nodes in a manner
that matches their intention in using the site. Leanness is demonstrated
if the user is only shown the information that they require; if there
are no unnecessary navigation or control structures; and if only the
technology necessary to meet the user profile is used. Embodiment is
shown if the site has data rich high quality output and holds all of the
information relevant to all of its users in relation to its stated
function. Synergy is demonstrated if information is portrayed in a
multi-modal way through a combination of audio, text, graphics, and
touch, in such a way that the technology is transparent.
The proposition ‘Metamorphicity’ is
introduced to cover the required organic nature of the product.
A web site is not necessarily a
multimedia product. If it contains multimedia objects then a multi-layer
model emerges where the concepts introduced must be applied, not only to
all of the multimedia media components, but also to the different
layers. This multi layer model is evident in other multimedia products
e.g. SMIL (Bulterman 2001).
2.7 Usability theory
For a multimedia system to meet its
objectives it is essential that it is usable. Usability results when the
users can accomplish the tasks or needs that they have effectively,
efficiently and with a high level of satisfaction (Henneman 1999).
Therefore a system can be deemed usable when the system matches the
requirements of all of the intended users and as such impinges on all
aspects of the system with which people interact. The requirement for
usability can be achieved by using appropriate metaphor, simplicity,
consistency, and user feedback. A referent is also required for the
navigational structure so that the user can easily locate their position
within the system or narrative (Nielsen 2000).
The proposition ‘Usable’ is
introduced to accommodate this factor.
3. Business and software engineering
requirements
Evaluation techniques for this area
are well established.
3.1 Business requirements
The requirement from the business
perspective is to produce products that add value to the business in
line with its strategic objectives whilst using the least amount of
resources in the process. Customers needs and requirements are
ascertained and products developed to fulfill them [Tidd et al 2001].
However, methods that transform
business strategy into business objectives are not solely customer
focused. For instance the Balanced Scorecard derives performance
indicators from the financial, the Internal business, the Innovation and
Learning, and also the Customer perspective (McGregor 2002). Marketing
examines the overall interests and goals of potential customers and
ascertains if they can be met or modified (Borés et al 2001). This
produces the user profile that acts as the basis for multimedia
evaluation.
Inhibitors of successful
multimedia systems are reported as ‘very fast moving markets’,
‘uncertainty and risk associated with new technology’, ‘changes in
requirements specification’ (Britton et al 1997) and ‘unclear statement
of requirements’ (Barry & Lang 2001). Measures of the success of a
multimedia product would therefore be: Does the product still meet the
demands of the market? Does it meet its requirements specification? Is
it supported by the technological infrastructure?
The specification for a multimedia
product would include its scope and purpose. The content and the
particular treatment of any of the content, such as video, can then be
derived, as can the size, depth, functionality, and interactivity of the
system. The technology required for product development and for product
deployment can be stated. The level of input from subject and media
experts can then be ascertained, as can the members of the development
team. Any specific contractual requirements can be made explicit. And
finally the budget and timescale derived. This however is not a linear
process and all of the above considerations impinge on each other.
The specification details need to
be positioned within the users requirements and the strategic objectives
of the business taking into account market parameters, the requirements
of all stakeholders, legal considerations, ethical considerations,
standards, social considerations, and political considerations.
The specification of the project
evolves and will trade off between all of the factors given. Trying to
measure the quality of the resultant multimedia product will also be
difficult, as the measure of quality will vary between the users, the
client, and the development team. If members of the development team
come from differing disciplines they will not even be able to internally
agree as to the quality of the finished product.
To recognise this evolving nature
and the many trade offs that will be made between factors, the
proposition of ‘Pragmatic’ is introduced: The product should be a
complete solution to the needs it is addressing and should conform to
its objectives and final requirements specification exactly. Its design
should be both simple and elegant. It should align with both the
strategic objectives of both the business and of the client business.
Requirements would be specified in terms of all of the attributes that
are necessary for the success of the particular product which could be
any of those given above but in particular user requirements,
information content, content treatment, functionality, and
interactivity. Full profiling of the users would be undertaken.
It is highly unlikely in such an
evolving prototyping environment, given the extent of the trade offs,
that the product will match its specification first time. Even if it
does the requirements of stakeholders will change. ‘Metamorphic’ is
extended to cover the changes required from a business perspective as
well as those from a user perspective.
The propositions of ‘Leanness’ and
‘Embodied’ can be further clarified in light of business objectives. The
product should embody ALL of the information content, and ALL of the
technological infrastructure necessary for it to perform ALL of its
requirements. The product should also embody any organisational image or
identity. The product should use the minimum resources necessary for it
to fulfil its function and should contain only that information and only
that infrastructure required for it to do so. Design should be kept
simple but still enable full functionality.
3.2 Software engineering
requirements
Software Engineering attempts to
add discipline and rigor to the software construction process by asking
“Are we building the right product?” and “Are we building the product
right?” (Boehm 1981). Various methodologies and development models have
evolved in trying to overcome problems to relating to software
development. All of the seminal works have attempted to produce an
abstract model of the area to be computerised, and to provide a method
whereby this abstract model could then be systematically developed into
a computer system, Many criteria have been proposed over time e.g.
Economy, Integrity, Documentation, Understandability, Flexibility,
Interoperability, Modularity, Correctness, Reliability, Modifiability,
Validity, Generality, Testability, Reusability, Resilience, Usability,
Clarity, Maintainability, Portability, and Efficiency (Boehm 1988) but
the essence of all the methods is to keep the design as simple as
possible whilst guaranteeing the systems consistency, usability,
reliability, efficiency, maintainability, and extendibility i.e. that
the system will be ‘fit for purpose’.
“Web engineering is a systematic,
disciplined, quantifiable approach to the development, operation, and
maintenance of hypermedia applications” (Ginige 2000).
The component approach is
demonstrated by a plethora of models and tools each of which has or
hopes to have its own standard.
There are functional requirements,
user requirements, design models, navigation models, content models,
user models, programmer models, and numerous delivery models. MPEG-4
describes a media objects content and interaction (Rutledge 2001). SMIL
defines how independent media objects should integrate at run time (Bulterman
2001). Content chains specify how content is derived, produced,
processed and consumed (Chang 2002).
From the software engineering
perspective, metrics for the full verification of a system would
therefore have to include metrics for the verification of each of the
components used e.g. a delivery mechanism would have to be evaluated for
its performance in relation to bandwidth, synchronization, latency,
delay jitter etc. Content would have to be measured against its
information value, credibility, depth and timeliness.
Deshpande et al (2002) suggest a
framework for the evaluation of web sites based upon usability,
functionality, reliability, maintainability and scalability (metamorphicity)
which they measure by examining content and link management;
scalability; performance; compatibility with other systems; and
usability; by auditing the web site against information from: the
business; the consultants and developers; site users; other parties e.g.
legal requirements; and auditors.
Mich et al (2002) suggest a
framework based around multi-stakeholders (the owner, the users, the
developers) using Identity, Content, Services, Location, Management,
Usability, and Feasibility as the main factors. Each of these factors
has sub factors and measurement is based on allocating a weighting to
both the factor and the sub factor.
The framework proposed here draws
on their work. However as complexity and level of detail are two of the
main reasons developers report for not using methods or frameworks
(Barry & Lang 2001), the framework proposed here has been kept simple in
order to promote understanding.
The majority of the criteria to be
applied when evaluating a multimedia product from a software engineering
point of view extend the propositions given earlier. Pragmatic: the
product should be fit for purpose. Usable: the product should be easy to
use. Metamorphic: the product should be maintainable, extendible,
flexible, modifiable, modular, portable, reusable, scalable, and
compatible with other systems. Leanness: there should be a minimal
simplistic approach to promote economy and clarity. No unnecessary
technology should be used. Embodied: full functionality.
Two new factors are introduced here
to give due prominence to the additional requirements of Software
Engineering: ‘Reliability’ and ‘Efficiency’.
4. Design goals
These have been derived from the
examination undertaken within the last three sections. Hyper-Narrative
has been renamed Poly-Narrative to give an easy to remembr acronym for
the overall framework.
4.1 Pragmatic
The product is a complete solution
to the problem for which it is being developed and performs its task
exactly in terms of its final scope and final specification. It is
aligned with both the business and technical objectives of the product
ensuring that it meets the strategic goals of the business, adds value
to the business, meets its market objectives, and takes into account
legal, cultural, social, ethical, and internal organizational issues.
The technological resources that the product requires in order to
function are readily available. It is simple and elegant in its overall
design.
4.2 Usable
The product is easy to use and fits
the profile of its intended users. It adheres to all normal usability
requirements, and takes into account the cultural aspects, and therefore
the relevant aesthetic values, of the users and any user organisation.
The product should also be satisfying to use.
4.3 Reliable
The product is secure against human
error and machine malfunction. It can function in a reduced manner under
abnormal conditions and protect itself against unauthorized access and
modification. It is dependable and it is safe.
4.4 Efficient
The product should have an
acceptable response time. Users will only use the product if it is not
unduly slow in presenting the information. The definition of ‘slow’ will
depend on the product being developed and the user profile it is being
developed for. The software should also be efficient both in terms of
its algorithmic structure and the system resources it uses. Efficiency
should not come at the expense of simplicity or usability.
4.5 Synergistic
The multimedia product should
§ appear as ONE and not as the mix of its
individual constituent parts.
§ provide more expression than is available just
from its constituent parts.
This also applies to any
constituent layers and any individual multimedia objects. The
technological infrastructure should be hidden from the user and the user
should be immersed in the product.
An example of such synergy would be
a menu driven music cd where the user can see the video of the artist,
can hear the audio soundtrack, and can interact with the ‘system’ to
move to another track or get additional information on the track or
artist. There may also be more than one video for a given track or more
than one soundtrack for a given video clip. There would be many
components to the cd and many controls to the player but they should all
be singing from the same song sheet.
4.6 Interactive
There should be some level of
meaningful user interaction available within the product. Users should
not be passive viewers but should dynamically engage with the product.
This interaction should allow the user to benefit from a non-linear
approach to narrative giving the user the sense of control over the
system in use. It is the interaction in the music cd system above that
differentiates the product from simply being just a collection of music
videos.
4.7 Metamorphic
Not only must the product be
created with the right content, but it must also be able to grow and
shrink in an organic fashion according to the changing needs of the
stakeholders. Content should be updated as necessary to keep the product
up to date.
4.8 Poly-Narrated
A loose definition of narrative is
used here. A business multimedia product has a purpose and in effect
this is the narrative. This narrative should be clearly seen. There
should be numerous paths designed into the product. Users, through
interaction, are able to determine their own path through the product to
see information that is relevant to them. The path the user takes may be
one of a number of pre-determined paths or via a search facility.
Narrative should only be provided through the navigation features that
are active to the user at the time and is based on containment, causal
connections and interactivity. Users should be able to follow the
overall predefined narrative if they wish to but should also be able to
pursue their own interests.
4.9 Lean
The output of the product should
not ‘overload’ the user. To achieve this the product should adhere to a
minimalist approach. The use of the technology must reflect the need of
the product and not be used for its own sake. Although the information
output should be kept to the minimum required to deliver the content, it
should deliver all of the content. Control and navigation interfaces
should be kept simple.
4.10 Embodied
The product should embody all of
the information and all of the functionality that is required to produce
its objectives. Information should be of high quality to promote
immersion of the user.
These general design goals can be
further specified according to their lower level requirements e.g.
Pragmatic: Fit for Purpose; Complete solution; Aligned with strategic
goals; Adds Value to business; Meets its stated scope & purpose;
Supported by technological infrastructure; Conforms to requirements
specification; Conforms to market requirements; Conforms to needs of
stakeholders; Meets ethical, social requirements, political
requirements, cultural requirements, and legal requirements.
5. Evaluation framework
Reforming the design goals of the
last section derives the evaluation framework. The product would be
evaluated for its conformance against those design factors by evaluating
its actual performance against those stated in its specification.
|
Criteria Vs
|
Design Specification |
|
Pragmatic |
Completeness of solution; Conformance to
business targets: Alignment with strategic goals; Value added to
business; Conformance to stated scope & purpose; Degree of
technological infrastructure support; Conformance to requirements
specification; Conformance to market requirements; Conformance to
needs of stakeholders; Conformance to ethical, social
requirements, political requirements, cultural requirements, and
legal requirements. |
|
Usable |
Ease of use; Conformance to
user profile; Conformance to usability standards.
Learnability; Accessibility; Consistency of interface; Conformance
to user goals and expectations; Degree of orientation to structure
demonstrated. Conformance to aesthetic
considerations of users; Degree of user satisfaction. |
|
Reliable |
Conformance to tolerance and specification;
Correctness; Resilience, Security; Robustness, Safety,
Controllability, Recoverability. |
|
Efficient |
Efficiency in terms of Performance, Response
times; and Resources. |
|
Synergistic |
Degree of synergy of media;
Degree of synergy between layers; Degree of synergy of media
components; Degree of transparency of medium (immersion); |
|
Interactive |
Level of interaction between
user and product. Can the product be used in ways other than those
intentionally narrated i.e. hyper-based. Degree of engagement;
Quality of navigation tools provided; Quality of search
facility provided. |
|
Metamorphic |
How current is the content.
How able is the product to respond to changes in: market demand,
organisational changes, user requirements and needs;
Maintainability; Extendibility; Flexibility; Reusability;
Modifiable; Portability; Scalability; Compatibility. |
|
Poly-Narrated |
How obvious is the purpose
to using the product. Does the product have predefined paths; How
well do these work in demonstrating the purpose of the product;
What is the level of multi-path access? |
|
Lean |
Simplicity of design. Level
of clarity; Level of resources used; Level of irrelevant
information; Level of irrelevant technology used; Level of control
structures. |
|
Embodied |
Degree to which the product
embodies all of the information for all of the users; Degree of
functionality; Degree of aesthetics; Value of Content. Degree of
content immersion; Degree to which organisational image is
portrayed. |
6. Conclusion
The framework given here provides a
general framework to evaluate business multimedia products. It
incorporates inter disciplinary views regarding the construction of
multimedia and is constructed from the values and interrelations of the
multimedia interface, of business and of software engineering. To aid
use across the multidisciplinary area the individual factors are
identified and constructed to be easy to remember acronym: PURE and
SIMPLE. A multimedia interface is extremely complex. In order to aid
development and maintenance it is important that the design of a
business multimedia product be kept as simple as possible but without
sacrificing the necessary functionality and form of the product.
In general terms the framework can
be thought of as:
|
Pragmatic: |
Does the product do what it is meant to? |
|
Usable: |
Do the users think the product does what it is
meant to? Are they happy with the product? |
|
Reliable: |
Is the product safe? Does it fail for no
apparent reason? |
|
Efficient: |
Does the product respond in an acceptable time?
Does it use acceptable amounts of resources? |
|
Synergistic: |
Is the product seen as a ‘whole’ rather than as
its constituent components? Is the technology transparent? |
|
Interactive: |
Can the users interact with the product to
select their own route through it? Can they engage with the
product? Can they find the information that they need? |
|
Metamorphic: |
Can the product shrink and grow according to
requirements? |
|
Poly-Narrated: |
Are many paths through the product provided? |
|
Lean: |
Are users given exactly the right amount of
information that they require? |
|
Embodied: |
Does the product contain all of the information
that is required for all of the users? |
The factors drawn from the
multimedia interface incorporate artistic and scientific values but they
do not resolve the issue of quality in multimedia. This is left to the
evaluator in relation to the users and the purpose of the system. High
quality data rich multimedia presentation should be generated but there
is little point in creating impressive multimedia presentations if they
don’t successfully accomplish their purpose.
The framework doesn’t help in
determining the boundary between graphics and multimedia in products.
When is a computer game graphics based and when is it multimedia? But
then does this really matter?
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