Digital Media Design Process and Workflow

Author(s):  
Alex Oliszewski ◽  
Daniel Fine ◽  
Daniel Roth
Author(s):  
James Marshall

The author promotes agent-oriented models to identify, represent, and evaluate high-level abstractions of digital media design projects. The models include emotional goals, in addition to functional goals and quality goals, to describe feelings such as having fun, being engaged, and feeling cared for. To establish emotional goals, digital media design methods and processes were employed including the development of emotional scripts, user profiles, mood boards and followed an iterative creative design process. Using agent-oriented models proved to be highly successful not only to represent emotional goals such as fun, tension, and empathy but also to facilitate the ideation, creation, and progressive evaluation of projects. The design process supported communication between designers, developers, and other stakeholders in large multidisciplinary development teams by providing a shared language and a common artefact. The process is demonstrated by describing the development of Aspergion, a multiplayer online role play game that promotes respect for people with Asperger's Syndrome.


2019 ◽  
pp. 17-32
Author(s):  
Florence Martin ◽  
Anthony Karl Betrus

Author(s):  
Ben Lauren

This case is useful as a model for institutions creating media labs in small spaces with a limited budget and advances a discussion of effective design among scholars, K-12 educators, a range of industries, and the corporate sector. By addressing how small spaces can function effectively for users, the author encourages representatives from these areas to design media labs in usable ways. The study begins by arguing for a user-centered approach to designing digital media labs in order to engage stakeholders in the design process. Then, the chapter explains the process of how the author engaged users while piloting several iterations of the Florida International University Digital Writing Studio, reporting what was learned about designing the space. Finally, the study investigates the usability of the Digital Writing Studio through a usability test meant to investigate the functionality of the space for collaboration among users. This case demonstrates a challenge that many must take on at a time when budgets are being cut and space is difficult to secure. Usability methods of inquiry can help create a space designed in part by stakeholders—a method that this case argues can be built into annual program assessment.


2018 ◽  
pp. 681-697 ◽  
Author(s):  
James Marshall

The authors promote agent-oriented models to identify, represent and evaluate high-level abstractions of digital media design projects. A major aspect is the introduction of emotional goals, in addition to functional goals and quality goals to describe feelings such as having fun, being engaged and feeling cared for. To establish emotional goals, digital media design methods and processes were employed including the development of emotional scripts, user profiles, mood boards and following an iterative participatory design process. This approach proved to be highly successful, not only to represent emotional goals such as fun, tension and empathy, but also to facilitate the ideation, creation and progressive evaluation of projects. The process supports communication between designers, developers and other stakeholders in large multidisciplinary development teams by providing a shared language and common artefact. The process is demonstrated in the development of a Multiplayer Online Role Play Game (MORPG) called Aspergion that promotes respect for people with Asperger's Syndrome.


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