Storyboarding Multimedia
Adrian Mallon, 1995
Table of contents
- Introduction
So what is a storyboard?
Multimedia Storyboarding Tools
The Advantages of Storyboarding
Interactive Storyboarding
Using Interactive Storyboarding to Speed-up the Content-writing Phase
Using Interactive Storyboarding to Speed-up Report Document Production
From Interactive Storyboard to Prototype: A Practical Example
Conclusions
Introduction
Depending on the nature and scale of your operation, you might be sceptical of the idea of storyboarding programs. It can be time-consuming and if the product development time is short (as in TV or Radio news programming) then who has time to produce a shot-by-shot plan of how the end product should look and sound? But if you are in film, commercial or TV magazine and documentary production, dealing with large multidisciplinary production teams who may be split between different sites, then careful planning is essential. 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. The same is true in multimedia production, perhaps even more so since teams in this area are still in the process of developing a common cross-disciplinary language and, with development tools still in the process of evolution, experience is not always there to draw on when it comes to the incorporation of more obscure design elements.Multimedia authoring tools such as Hypercard and Macromedia Director have already made an impact in storyboarding for more tradition media such as film and commercial production. Their use in storyboarding multimedia productions is even more appropriate and can lead to faster production times and fewer design problems to overcome in later production stages. The major assumption in the recommendation of this approach is that the designer is fluent in the authoring/storyboarding tools. Without this fluency, it makes more sense to pursue alternative, more traditional, paper-based storyboarding techniques.
So what is a storyboard?
A storyboard is an expression of everything that will be contained in the program -- what menu screens will look like, what pictures (still and moving) will be seen when and for how long, what audio and text will accompany the images, either synchronously or hyperlinked. Typically, storyboards may be written documents and off-the-shelf storyboard pads for TV and video formats, adaptable for multimedia, are available. For me, 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. It's more than a test-of-concept model, and just short of the final product specification document.Multimedia Storyboarding Tools
The illustration at the top of this section is from a storyboard produced using Hypercard on the Mac. It shows some screens in an interactive program for the teaching of Home Economics which was commissioned by the Design Council. Each storyboard page actually contained eight such illustrations in B&W.It was produced by the interactive designer, to use in communicating what was required to the interactive programmer and to the graphic designer. This example of a storyboard doesn't give any feel for the interactive structure of the program -- that was expressed separately in a flowchart diagram, cross-referenced to the storyboard screens, to avoid having to work with large wall-chart diagrams. But from this storyboard, the team could decide on screen text-fonts, screen layout, image size and resolution, and do the sums necessary to calculate the file-size of the application to ensure it would fit on the target distribution medium (in this case a high-density floppy disc). These decisions were made before the programming and final artwork stages to avoid having to go back to the content-definition team to ask for re-writes then.
The Advantages of Storyboarding
Storyboarding need not take the considerable time that some think it does, depending on how one goes about it. And there are significant advantages to be considered.- 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.
Interactive Storyboarding
With the increased power and ease-of-use of present multimedia authoring tools, interactive storyboards are now possible. An interactive storyboard is a working version of the program but produced in an easily adjusted form to material to be added and adjusted without requiring any deep-level programming. Used in conjunction with other design and production documentation (the treatment, flowchart, product specification and individual team-member production briefs), it adds greatly to the development team's understanding of its objectives by providing a common point of reference to illustrate the structure and feeling of the projected software program from the end-user point of view.
An interactive test-of-concept model and an interactive storyboard will differ principally by their level of completeness and also by the purpose for which each is used. The test-of-concept model is produced when the design is at a plastic stage and is an aid to thinking about the problem and arriving at better and best solutions. Thus there may be several test-of-concept models before a final design is fixed on. But once the final design is fixed on, effort should be concentrated on fleshing out the model by developing the content in a detailed way along each of the program's branches and in each of its sections. The storyboard will define largely what needs to be written, what graphics need to be produced, how best to apply transition and other computer effects, and the information playback load on the target-computer delivery system imposed by simultaneously accessing diverse media-types.
If the product is an innovative one, the production of the interactive storyboard should precede the production of the product specification document which enables the prototype to be constructed. This ensures a deeper level of reflection and testing of the methods by which the content is to be delivered before committing to the relatively more expensive production of a prototype. If the program type is not innovative, however, and simply the reapplication of proven strategies and techniques, interactive storyboarding is still of value. In this case, it may occur after the production of a product specification In both instances, it will serve in as an aid in drawing up the briefs which must be produced separately for software, graphics, film and sound-engineer team members.
The speed with which storyboards and working models can be created means that it is unimportant whether or not the final software is to be written on the same platform as the authoring tool, although if the final production itself is to be produced using only an authoring tool then it is, of course, desirable to plan and design using the same tool.
A screen from an interactive storyboard is shown in Figure 5 (an example from the program flowcharted in Figure 4). Pathways can be tested through the material to investigate the look and feel, the consistency and ease of use, of the program, even before the complete screen text (if any) has been added. The top-left-hand part of the screen represents the viewing area to be presented to the end-user. On a 14"-screen, typically, this is all of the storyboard that would be viewable to allow visual impact and cursor-interaction movements to be assessed. On a larger, 16"-screen, say, a wider range of information fields relevant to different parts of program research and production come into view. The program can be customised to conceal those fields which are not relevant to a particular development team member for the sake of clarity. Print-outs are then made, which, along with statements from the interactive designer, document clearly and exhaustively the extent of a program and the detail of what needs to be completed.
Using Interactive Storyboarding to Speed-up the Content-writing Phase
Using Interactive Storyboarding to Speed-up Report Document Production
From Interactive Storyboard to Prototype: A Practical Example
Conclusions
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