Anda di halaman 1dari 21

ADVANCED MULTIMEDIA

INDIVIDUAL ASSIGNMENT: COLORING BOOK GAME FOR KIDS


[FUN WITH COLOURS]
CT005-3.5-3-AMM
BY
MURUGESHWARAN A/L SIVAPERUMAL
(TP017446)
UC3F1407TC
LECTURER: MRS. NOR SYAMIMI BINTI MOHD ZAID
SUBMISSION: 30 OCTOBER 2014

Contents

1.0

INTRODUCTION.................................................................................................. 2

2.0

OBJECTIVES OF THE APPLICATION.......................................................................3

3.0

TARGET USER..................................................................................................... 3

3.1

TARGET USER REQUIREMENT..........................................................................4

3.1.1
3.2
4.0

GENERAL HARDWARE AND SOFTWARE REQUIREMENTS.............................4


JUSTIFICATION FOR SELECTING MULTIMEDIA APPLICATION..............................5

DEVELOPMENT METHODOLOGY.........................................................................5

4.1

RAPID DEVELOPMENT METHODOLOGY............................................................5

4.2

Justification for Choosing Rad................................................................................ 6

5.0

STORYBOARD..................................................................................................... 7

6.0

TYPES OF MEDIA USED..................................................................................... 15

7.0

MEDIA DESIGN GUIDELINES..............................................................................16

8.0
DESCRIPTION ON TECHNOLOGY AND TECHNIQUES USED IN CREATING YOUR
MULTIMEDIA APPLICATION........................................................................................ 16
8.1

Justification for choosing CS5 professional..............................................................17

9.0

USABILITY TESTING......................................................................................... 17

10.0

Unit Testing........................................................................................................ 19

11.0

References.......................................................................................................... 21

1.0

INTRODUCTION

2 | Page

In this assignment I have created a coloring game for kids. The application was created using
adobe flash CS5 professional. The application is a game that kids can play by coloring the
pictures created. The application starts and the user decide on what functions to perform from the
menu provided.

2.0

OBJECTIVES OF THE APPLICATION

To create an entertaining game

In this application the aim is to create a game that kids can play. Coloring is kids favorite game
thus with the implementation of music and colorful pictures kids will be entertained by the game.

To make a user friendly application for kids

The objective is to create simple game for children to play with colors and a very straight
forward minimum steps and instructions stated easy for children to explore the game. To make
even it more user friendly navigation buttons are provided in each page with colorful icons.

To provide mental development for children

Kids are easily engaged with game which helps in promoting mental development. The
application intends on promoting mental capabilities since it is helping them identify colors and
also learn proper coloring of different pictures.

3 | Page

3.0

TARGET USER

The target user of the application is children of the Age of 3years old to 10 years old. The
designs of pictures are made attractive to children. According to 60% of children use mobile
applications for games. It shows there is a big market for mobile games for kids.
According to Adage, 40% of kid under the age of 8 have access to smart phones in which they
use on a daily basis an estimated average time of 43 minutes. According to guardian.com, 28%
of children of use a tablet, while 18% of children aged 8-10 have their own tablet.
The application targets the kid users who are growing in a rapid rate and have access to mobile
devices making it easy for the application to be used by them. The users must have basic
knowledge on using the mouse, as it requires them to click on the objects. Because most tablets
and mobile devices are touch screens, it will be very easy for the kids to use the application by
following the orders.
3.1

TARGET USER REQUIREMENT

The application is targeted for kids they require interesting pictures with songs and also very
colorful imagery to keep them interested. The users require the application to be simple with
minimum steps as kids are not able to understand complicated interface.
3.1.1

GENERAL HARDWARE AND SOFTWARE REQUIREMENTS

WINDOWS MOBILE PHONE


Windows 8, Windows 7.5
Movement and directional sensor
Data services
HD720p
WVGA(480 X 800)

4 | Page

WXGA(768 X 1280)
APPLE PRODUCTS
Apple IOS 6.0
Compatible with Iphone, Ipad and Ipod touch
Retina Display
60 MB free space
1GHZ Processor
Frequency response 20HZ and 2000HZ
ALL ANDROID MOBILE AND TABLETS
Android 2.0
requires 60 MB free space
Internet services
HD(1280 X 720) display
Audio codec: MP3
3.2

JUSTIFICATION FOR SELECTING MULTIMEDIA APPLICATION

Ample market for the multimedia application in the market. Due to up to 18% of kids have their
own tablet.
The complexity is the availability application in the market. The applications in the market are
complex for kids to use and are not interesting enough for them, thus there is a need for a new
application that meets the demands of the target user.
Easy to create due to limited skills of programming, the application is easy to make has there is
minimal implementation of complex advanced multimedia features.
5 | Page

4.0

DEVELOPMENT METHODOLOGY
4.1

RAPID DEVELOPMENT METHODOLOGY

Rapid development methodology focuses on rapid prototyping. The methodology requires


minimum time on researching and planning but rather focuses on making the application. Rapid
development methodology implement iterative and incremental model, usually it is easier to
implement change and the customer can see the final product in less time. Rapid development
methodology uses the concept of re-using existing components in order to reduce development
time.
There are four phases in rapid development methodology, which includes
Requirement Planning, in this phase the developer collects the information about the
application. The information includes the application functions, interface authorization.
User Design Phase, the developer's collaborate with the users by developing the prototype,
which shows the system. The user provides feedback on the prototype. This phase uses both joint
application and CASE techniques to make the prototype.
Construction Phase, this phase includes the programming of the application. The users can still
provide feedback during the programming of the application
Turnover Phase, this phase involves passing the application to the user. The phase is also testing
the application with all the components. User training is provided when required.

6 | Page

4.2

Justification for Choosing Rad

It required development less development time due to minimal planning and also the re-usability
of the existing components.
It is easy to implement changes, compared either methodologies in which changes cannot be
easily implemented to complex planning. RAD allows the user to participate and changes are
implemented throughout the development phase.
It encourages feedback from the users since they are able to participate through the development
of the application

5.0

STORYBOARD

The representation of the application screen showing the intended features the screen is going to
have. The story board shows the audio, animation, videos and other features that the programmer
wants to keep in the screen. Storyboarding helps in properly representing of the plan of
development.
In this application the storyboard was made to show the seven pages that the application has and
the specific features of each of the pages. The illustration may vary from the final application but
the storyboard shows the intended content of the application.
Below are the storyboard that were created :

7 | Page

1.

8 | Page

2.
9 | Page

10 | P a g e

11 | P a g e

12 | P a g e

13 | P a g e

14 | P a g e

6.0

TYPES OF MEDIA USED

Images
They were used in the application. The images are vector-based graphics. Vector based graphics
are type of images which show an image using connecting points and paths that contains the
elements of a vector image are known as objects. Each object is separate entity from the overall
image. The vector images can be easily changed without affecting the other elements of the
picture, vector images have individual resolution and they are easy to resize. They are
characterized by smooth curves and there color resolution even when enlarged. Vector images
use small memory space as they contain important data, which make the object. The images in
the application were converted to vector images so as to enable the user to color specifically one
part of the picture without affecting the overall picture.
Text
Text is the representation of words on the screen. Texts were implemented on the application as
guidance for the user to read. The text was used in the main page and important icons in which
each of the letters was colored to convey the coloring book theme of the application.
Audio
Audio is the representation of music or sound that can be heard through the ears. Audio was
implemented in the application in form of song. The song is in MP3 format. The song starts to
play as soon as the application is being started. The song is played through the various pages as
the user browses. The songs are for kids about colors to match the theme of the coloring game
pictures. There is an icon placed to mute the page.

15 | P a g e

7.0

MEDIA DESIGN GUIDELINES

Media design guidelines are guidelines that are used for guidance in building an effective,
efficient and usable application for the intended target audience. Below are list guidelines that
were used in building this application.

8.0

Consistency
This application uses a consistent flow between link and each links looks similar to each
other to maintain the aspect of consistency and ensure users have smooth experience.
Language
English words and phrases used to communicate with the user are simple and clear.
Response time
The applications response time is ensured to be the same in each link.

DESCRIPTION ON TECHNOLOGY AND TECHNIQUES USED IN CREATING


YOUR MULTIMEDIA APPLICATION

This application was created using the VR technology and also Flash knowledge.The media used
in the application is Adobe CS5 professional .It was created by Adobe Systems. Adobe CS5 is an
advanced and newer version of Adobe CS3. The reason of using adobe CS3 is the features it
provides such as

Shape layers
Animate
Interact with other softwares such as Adobe After Effects, Adobe Creative master Suite
Publish on the web
Brainstorm interface
Puppet tool
Photoshop integration

8.1

Justification for choosing CS5 professional

It is easy to use due to the simple tools provided


Prior knowledge on Adobe CS5 from tutorials in class makes it a suit

16 | P a g e

9.0

USABILITY TESTING

Usability Testing is the process of users reviewing the system. The users interact with the
application and provide feedback on the application. Usability focuses of an application has meet
the needs of the user.

RATES
Question
USABILITY TESTING

Good

Average

Poor

How would you rate the display

of the system?
How would you rate the ease of 5

use of the system?


How would you rate the song of

the system?
How would

you

rate

Excellent

the 5

navigation of pages?
How would you rate the images 5

of the system?
Rate the satisfaction of the

33.3%

6.66%

10%

system
PERCENTAGE

50%

17 | P a g e

Analysis of user testing concludes that it is not easy to satisfy all the users. The results show us
that 6.66% of the testers in usability testing believe the functionalities of the system are average.
While 10% of the testers rated the system as poor. With 50% users rated the system as excellent,
to improve the system and decrease the average and poor rates the developer in future would
make more changes. Adding more features like; increasing coloring pictures, adding videos as
sample pictures for the users to indulge in and add options of mixing and testing more colors on
the palette tray.
TASK NUMBER
1
2
3
4
5
6
7
8
9
10

TASK SUMMARY
Start Application
Song Playing
Movement of Mouse
Display of Menu
Open Gallery
View Gallery
Use of navigation buttons
Use of Print Button
Use of mute button
Use of home Button

18 | P a g e

10.0

Unit Testing

Unit testing is the method of verifying the program modules when combined together. It tests the
procedures and overall functionality, the unit testing is intended to find errors when the overall
system is working together. The application was tested by the programmer and an outside user to
see the functionality of the application.

Date Tested
Task
1

22/10/2014
Tester
Waran
Expected Results Actual Results
Results
Running
of Results
as Successful

application
Song Playing

Movement

mouse
Display of Menu

expected
Results

as Successful

Open Gallery

expected
Results

as Successful

View Gallery

expected
Results

as Successful

Display

expected
of Results

as Successful

navigation

expected
Results

as Successful

expected
of Results

as Successful

expected

Button
Functioning

of Results

as Successful

print Button
Functioning

expected
of Results

as Successful

10

mute button
Functioning

expected
of Results

as Successful

Date Tested

home Button

expected

22/10/2014

Tester

Rizki
19 | P a g e

Task
1

Expected Results Actual Results


Results
Running
of Results
as Successful

application
Song Playing

expected
Results
expected
of Results

as Unsuccessful

Movement

mouse
Display of Menu

expected
Results

as Unsuccessful

Open Gallery

expected
Results

as Unsuccessful

View Gallery

expected
Results

as Successful

5
6
7

Display
navigation

expected
of Results

as Successful

as Unsuccessful

expected

Button
Functioning

of Results

as Successful

print Button
Functioning

expected
of Results

as Unsuccessful

10

mute button
Functioning

expected
of Results

as Successful

home Button

expected

20 | P a g e

11.0

References

21 | P a g e

Anda mungkin juga menyukai