Background
The final project is a chance for students to flex their developmental muscles using the cumulative skills and knowledge they have obtained from this course. Students are required to design, develop, and test a Flash-based application that pushes their creative and developmental skills to their limits. Ideally, each project should be designed around the specific interests of the individual students (contruction, animation, IMD, etc).
The application will be web-based, so it must be optimized
accordingly. However, it will not be designed for modem
connections, so you should have some design flexibility there.
Idealistically, you should design the application for either
IE or Netscape at 1024 X 768 resolution, using the relatively
high bandwidth available in the ITAP labs. The application should
run smoothly and cleanly under these specifications.
Students may design their own projects OR choose from one of the possible options below.
Possible Projects:
- Scrolling action game
- Fundex game
- Student choice
Scrolling Action Game:
The benefits to choosing this type of game are the vast amounts of resources available (in 3.0) and the fact that many of the class demos and exercises will cover concepts in this area. Disadvantages will be the high expectations that come from doing such a project.
Specifications:
- Minimum one level
- Score keeping function
- Store persistent user data with shared objects
- Life tracker
- Threats - enemies, falling stuff, mines, etc..
- Dynamically loaded assetts
- Dynamic data?.
- Energy?
- Power?
- Ammunition?
- Basic AI for the enemies?
- Multiple levels?
Fundex Game:
Fundex Games, Inc. is a company that creates board and live-action games for all age ranges. Fundex is currently working with Purdue Univeristy to create a series of Web-based Flash games based on their popular line.
Examples:
Student Choice:
As a third option, students can create an application of their choice. The only limitations of doing so are that any application must be:
- Scripted with AS 3.0
- Web-based and optimized accordingly (preloaders, separate elements, quick downloads
- Challenging
Past Student Choice Projects:
Construction Configurator Projects - (CON students)
Construction students may choose to create a configurator
application that allows changes to be interactively made to
a floorplan that is subsequently reflected in a 3D view of a
house or room. This will probably require multiple 3D renderings of
a house/ room to account for all the possible variations in the floorplan,
but of course there is no set procedure or limitations to this
application. If you can devise an alternative method (say with
dynamic, real-time renderings) you are encouraged to do so.
CON students should consider this a relatively
open-ended assignment. In other words, show us what you've got.
In the meantime, direct your questions to Professor
Glotzbach or Professor
Cory if you have a question about this project.
Manufacturing Projects - (Manufacturing students)
Create an interactive application that either 1) Allows someone to build/ manipulate a part, machine, etc or 2) interactively depicts some manufacturing process or methodology that the user can manipulate (in sort, a simulation). Students should confer with faculty members before choosing this option to discuss what sort of application a) would be useful to those in the industry and b) would be useful in their portofolio.
Animation Project - (ANIM students)
Create an interactive application that allows the end-user to manipulate the animation. Students should draw upon interactive animation technology like MEL scripting, whichis user to specifically control animation deformations. Whatever the idea, the application should allow the user to manipulate the animation in a highly interactive way. Students should confer with faculty members before choosing this option to discuss what sort of application a) would be useful to those in the industry and b) would be useful in their portofolio.
Educational Multimedia Project - (IMD Students)
IMD students may choose to produce an online educational multimedia
application that teaches the viewer a particular segment of
CGT 353: Principles of Interactive Multimedia. Consideration will be given to those students who choose particularly challenging content.This type of application should not be a glorified PowerPoint
presentation. While video, audio, and graphics are
vital components of any educational mulitmedia application, interactivity is what separates the kids from the grownups. Applications that simply display a great deal of text in a series of gotoAndPlay()s will not cut it.
Important: The goal is not just to create
an application that teaches Flash, but also the academic material
of the course. For example, one of the topics of Week 5 was
video integration. In addition to talking about importing video
into Flash, the class discussed key concepts such as different
video formats, lines of resolution, etc... One of the primary
objectives of your group will be to not only teach Flash, but
also those fundamental academic concepts that are a part of
CGT 353.
Information Architecture: Students should not
be limited to the structure or amount of the material for that
segment. In other words, if you feel like the material for
a particular component needs to be restructured or something added,
you should do so.
For example, if you feel the class didn't discuss external classes in sufficient detail you should add more content
to adequately cover this particular component of Flash. How
you structure the content will just as important as how you
present it, so plan ahead.
Other Possible Projects:
- Interactive Educational Game
- 3D Project/ Papervision
- Data-Driven Project (XML, ASP, Cold Fusion, etc)
- Handheld/ Mobile Project
- Adobe AIR
How Much Interactivity/ ActionScript Do We Need?
This is a question that is always asked, no matter what the project
is. Fortunately, the answer is simple..."How much interactivity
do you need?" Students should NEVER design around the limitations of what they
know. Rather, the approach should be to design the best multimedia
application possible with the provided content and THEN determine
how to create it (easy to say, we know). Students who only create
products they already know how to make are re-inventing the wheel
and stagnating their own development. Pixel-pushers are not what
we want here...
Of course, you have to know your own limitations because you
have a finite amount of time to work with. With that in mind,
the best way to create a program is to first design the best possible
application that utilizes all the bells, whistles, and features
you can possibly think of. Then, evaluate the design with your
instructor in order to determine what is feasible and what isn't. At
that point, you can then develop a new design that integrates
the components you feel gives you the best chance to succeed.
Checks and Balances:
Several progress checks will be given during development of this project. Students should have the appropriate amount of their project completed for each check, which should be relative for each check. For example, if the progress check takes place in the second week of a 4 week project, the project should be approximately 50% complete.
Each progress check will be worth approximately 5% of the final project grade, so take them seriously.
Preproduction Materials:
- Proposal - a brief but professional proposal that covers the goals of the project. Download the proposal template here.
- Sketches/ /Storyboards/ Interface Designs: Quick and
dirty ideation sketches/ images intended for brainstorming various
concepts such as graphics, interfaces, navigational systems, etc...
- Flowchart: computer-generated chart that shows
the associations between application segments and content. (A
separate flowchart should be included for those groups utilizing
a database)
Testing:
Each student should have a working application that should be ready
to test by Week 15 AT THE LATEST. Students should test their applications rigorously
with a sample of their target audience to identify any potential
problems. Students will be required to submit a test report along
with their final project submissions. This test report should
detail the 1) testing procedures, 2) results of the testing, and
3) any revisions made to the application.
- Minimum of 5 people in your sample test population for each
round of testing. Test subjects should not overlap (don't use
the same people twice)
- Minimum two rounds of tests
- Must have a pre and post-test questionaire
- Must record the results of both tests and compare them
- Must illustrate the changes made to the application after
the first round of testing
- Must write a brief discussion on the results of the testing
and the changes made to the application
Test Report Components: Click here for an example.
- Cover Page
- Project Description: A general explanation of the Flash application you have created (1-2 paragraphs)
- Methodology: Describe the procedures you implemented for testing your application. Make references to your test documents located in your appendices section. (1 page)
- Data Analysis: Compile your test data into a consolidated form. (Charts, graphs, etc…)
- Discussion:
- Round One Testing: Discuss what you found from your first round of testing. Focus on large problems and solutions that can quickly be implemented.
- Revisions: Based on findings from Round One testing, discuss what changes you made to your application. Include those you were unable to implement.
- Round Two Testing: Discuss the finding from your second round of testing. Did your revisions address the problems found in the first round?
- Recommendations and Conclusion: Wrap up the project and discuss any additional changes/modifications that could be made in the future to enhance the application
- Appendices: Copies of any documentation used in the testing (forms, surveys, questionnaires, etc…)
Revisions and Final Submission:
Based on the results of the test, final revisions should be made
to the application. Students should then submit their projects in
a submission package that includes the final project, proposal,
test report, and any additional documentation.
Recommended Procedures:
- Develop a working calendar that takes into account the how much time you will need to develote to this project. Although you will have time to work on the
projects in lab, outside work will be necessary. Failure to do
so will likely result in a poor project.
- Develop a rough design of your
application based on the content for your particular project.
Take into account your developmental strengths and weaknesses.
- Develop the preproduction materials and get approval from your instructor. This includes the 1-page proposal, sketches, storyboards, interface designs, and flowcharts.
- Once your design has been approved, begin production on the
project.
- Students should be able to demonstrate progress on a weekly basis,
as they will be required to do at the progress checks. Students who show little to no progress
from week to week will receive a lower grade.
- Once you have your application finished, test it for bugs and
usability. This will require usability and performance testing with your
target sample population. You will need to document your testing
procedures and results, so be thorough. Once you have tested the
application and identified problem areas, make the appropriate
revisions to your application in preparation for final submission.
- Submit your working application, proposal, test report, and
any additional documentation.
Deliverables:
All items in a professional binder labeled with names, course and lab section, name of your Instructor, project title, and submission date. Submit the following materials in the following
order:
- Cover Page
- Project Proposal - complete with the purpose,
goals, and justification for your project, site outline, flowchart,
and interface designs.
- Test Report - detailing the procedures and
results of your tests along with any project revisions
- The URL of your web application
- Additional Documents or Files - references,
articles, etc
- CD or DVD with your .fla files, .swf
files, and/or associated HTML files. Use the submission conventions
outlined on the web site
In addition to having your site on a disk in your portfolio, your application must also be published on the Web and be accessible
by the instructor. Make sure the URL for the
published site is included somewhere that can be easily found.
You must also submit your .swf files and related files to the submission folder on the "G" Drive. Make sure you
place your folder in the correct section number and use the file naming conventions outlined on the website.
Evaluation and Grading Criteria:
Grades will be based on several factors, with special emphasis on interactivity. In addition to your instructor assessments, projects will
be evaluated by other faculty in your particular area. Since the
majority of the class has taken some design and web development
classes, you will be expected to meet the expectations assumed
in your passing of those courses. This includes a basic understanding
of design and web development techniques.
Assessment Areas:
- Animation - efficiency, professionalism, pertinence
- Interactivity (highly important) - efficiency, sophistication
- Demonstration of dynamically loaded content
- Audio integration
- Video integration
- Optimization
- Aesthetics
- Originality and innovativeness
- Validated through usability and performance tests
- Professionalism
Superior work, professional |
A |
Above average student work |
B |
Average student work |
C |
Below average student work |
D |
Failure |
F |
Keys to an "A" Project:
- Meet all the expectations laid out in your proposal
- Do more than follow a tutorial....
- Thoroughly documented (testing, resource files, image files, problems, etc…)
- App. functions perfectly on the Web – this includes optimization, preloaders
- Amazing graphics, animation, media, and scripting
- Professionally submitted project packet – including a G drive submission
- THOROUGHLY COMMENTING YOUR CODE – will not be able to get anything above a “C” without it
- Innovation
- Going above and beyond
- Flexible GUI’s
- Integrating other technologies
- Using other Flash technologies (AIR, Flash Lite, Papervision)
- Testing – (with a solid analysis and reworking of design )
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