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[Footsteps]

Do It Step-by-Step

A Systematic Approach to Designing Multimedia Projects

By Michael F. Ruffini

Members 
OnlyDownload the full article (PDF, 343 KB, PDF Instructions)

Multimedia programs are interactive, are student centered, and motivate students to engage in higher-order thinking. A step-by-step approach to project design can result in effective multimedia projects. This article guides teachers in developing multimedia projects using a systems approach.

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It has been my experience in teaching multimedia authoring to undergraduate students and teachers that a model is essential in guiding the project design process. In the process described here, the elements are arranged sequentially. The intent is to convey an order of steps necessary to ensure a comprehensive and high-quality product. Using a model prevents frustration and makes efficient and productive use of time in creating projects from start to finish. Multimedia authoring software (e.g., HyperStudio®) is very popular in today's classrooms. Multimedia and similar authoring programs are based on three fundamental characteristics:

  1. students have nonlinear access to information instead of predetermined sequences to follow,
  2. students make real-time decisions on what information to access, and
  3. students can use multiple information formats other than just text, such as graphics, animation, video, and sound (Yang & Moore, 1996).

Systems Approach

Instructional design (ID) is the systematic planning of instruction. Employing ID principles in creating a multimedia project can help ensure a high-quality product that meets the needs of specific learners. The steps outlined here can be used by teachers in designing projects to present to students or by students in designing their own hyper-media projects. The systems approach can be integrated into both traditional and constructivist learning environments. In a traditional classroom, the teacher may use a multimedia project to teach a particular subject, or students may work individually on an assigned project. In a constructivist classroom, the teacher may have three or four students work together to develop a multimedia project on a specific subject.

The ID process for developing a multimedia project includes:

  1. analyzing learners
  2. selecting a topic
  3. writing objectives
  4. defining project type
  5. designing text, cards, and buttons
  6. designing hyperlink navigation
  7. evaluating the project

Analyzing Learners

The first step in multimedia project design is to consider the learner. Identifying general characteristics of your learners will help you select proper objectives, vocabulary, and content for the project. Before moving to the next step, ask yourself the following questions:

  1. What are the ages and reading and grade levels of students creating or using the program?
  2. What if any experiences do they have using HyperStudio or creating a project with it?

Selecting the Topic

Figure 1
Figure 1. A concept web created with Inspiration® can be used to organize cards and stacks.
The project topic should be selected as for any other research topic, by choosing one correlated to the curriculum. After selecting a topic, construct a concept map or web either on paper or with concept-mapping software (e.g., Inspiration®). Concept maps organize content and illustrate its interrelationships (Figure 1). Project designers can then use this information to develop cards and stacks.

Designers also can use concept maps to outline the scope and sequence of a particular topic. The main topics generated from their outlines can then be used for home page buttons. The following is an example of a scope and sequence outline from Figure 2.

The Solar System
  1. Sun
  2. Inner Planets
    1. Mercury
    2. Venus
    3. Earth
    4. Mars
  3. Outer Planets
    1. Jupiter
    2. Saturn
    3. Uranus
    4. Neptune
    5. Pluto

Writing Objectives

The third step is writing clear, well-stated objectives. Objectives are precise statements of what students will learn as a result of creating and using the project. Objectives provide a framework enabling the project designer to select and organize the instructional content and evaluate a project. Write objectives in behavioral terms, including an action verb, a subject content reference, and an optimal level of achievement or degree of performance. Objectives should correlate to content standards developed by the academic department, school district, or state. The following is an example of objectives from a fourth-grade solar system unit correlated to Delaware science standard 4 (Delaware Department of Education, 1995):

Delaware Science Standard Four (Earth in Space).

Earth’s system is part of the solar system that exists within a vast universe. Earth’s motion and position relative to the sun and the moon are unique among planets of the solar system, allowing diverse forms of life to be supported on Earth. Students will learn that even though the distributions and types of materials differ from planet to planet, the chemical composition of materials is identical and the same laws of science apply across the universe.

Objective 1. The student will observe and record the apparent path of the sun and chart the times and directions of sunrise and sunset over a 30-day period.

Objective 2. The student will be able to construct a simple model to explain how the earth’s position relative to the sun’s determines the length of daylight.

Objective 3. The student will be able to develop a multimedia project that demonstrates the tilt of Earth in relation to the sun and use it to explain seasons at different locations on Earth.

Before moving on to the next step in the process, ask yourself the following questions:

  1. Is the topic correlated to the curriculum?
  2. Is the content organized using a concept map or web?
  3. What is the objective of my project?
  4. What type of project format will best communicate my content?

Defining Project Type

Four basic types of interactive projects are possible: Hyperbook, Research Report, Tour, and Oral presentation. To determine the best type for your topic, review your objectives and intended audience and decide whether the project will be presented for a class or individual setting.

Figure 2

Interactive Hyperbook Project
Designers create an electronic book in which each card appears to be a page. The pages can include multiple information formats other than just text (graphics, hyperlinks, animation, video, and sound). The Hyperbook format is good for biographies, short stories, picture books, and creative writing projects (Figure 2).

Figure 2. Hyperbook on the biography of Albert Einstein.

Figure 3

Interactive Research Report
This is very much like any traditional research report, except it uses multimedia elements to present research (Figure 3). This format is the most common and can be used for all types of research topics.

Figure 3. Multimedia research project on the solar system.

Figure 4

Interactive Class Presentation
Designers use a multimedia project to present information with question-and-answer feedback. The presentation requires a video projector (Figure 4).

Figure 4. Interactive project presentation on dinosaurs.

Figure 5

Interactive Tour
This is just what the name implies: a tour of places, times, or events. An interactive tour presents information by linking pictures and locations (Figure 5). Examples of interactive tours include a famous place (e.g., museum), an historical tour of a time period (e.g., Jurassic), or a location (e.g., the human body).

Figure 5. Interactive tour.

Designing Text, Title Card, & Buttons

Visual design of text, cards, and buttons is critical for effective communication. Text design includes font, style, size, and color. The following considerations are general design guidelines for creating text, cards, buttons, and graphics.

Figure 6
Figure 6. Serif fonts should be used for body text.
Fonts fall into several broad categories, the two most common being serif and sans serif. Serif fonts (e.g., Times New Roman, Garamond) have beginning or finishing strokes on each letter (Figure 6). Sans serifs (e.g., Arial, Helvetica) have no strokes (Figure 7). Sans serif fonts are best suited for titles, headers, and labels because they are easily recognized and understood. Serif fonts are more suited for body text because they are easier to read for extended time periods than sans serif fonts. As a general rule, use no more than two different typefaces and colors (e.g., Times New Roman for body text, Verdana for headings). Use bold for titles, bold or plain for body. Shadow and Outline are too difficult to read.

Figure 7
Figure 7. Sans serif fonts should be used for titles.
Balance of Text on Card refers to the way authoring software uses cards and stacks to develop a project. Each screen of information is called a card. A group of related cards is called a stack. When placing text on cards, it is important to balance text and graphics. Although you can choose a scrolling text object, be careful not to place so much text on one card that the reader has to keep scrolling and scrolling to read it all. Readers get bored quickly when they have to scroll through too much information on one card. Try to write in a succinct manner and fit the amount of text that can be viewed without scrolling in the text object box.

The Title Card is the most important card in any multimedia project. The title card is an index of the subject content and provides the links to other cards and stacks (see Figure 5). It functions much like a table of contents. The title card should include:

  • Project Title
  • Author Name
  • Project Subject
  • Project Objective(s)
  • Graphics
  • Navigation buttons

Before moving on to the next step in the ID process, ask the following questions:

  1. Are the fonts and style readable?
  2. Is there too much text on the card?
  3. Are the color combinations harmonious?
  4. Do the graphics communicate the main idea of the particular card?
  5. Is the card visually balanced?

Designing Hyperlink Navigation

Navigation through a multimedia project refers to the order or path the designer uses to connect cards and stacks. These connections are called hyperlinks or, more commonly, links. The links connect cards sequentially or nonsequentially. Three navigation structures are available to show the interrelationships of the project’s content: linear, hierarchical, and network.

Linear navigation is easy. Information is arranged in alphabetical or chronological order. However, this navigation design does not take full advantage of hyperlinks, which can link information to any other piece of related information (Figure 8).

Figure 8

Figure 8. This project is an example of linear navigation. Each card can be navigated by the order of the planets.


Figure 9

Hierarchical organization allows navigation through information in a family-tree type of sequence (Figure 9).

A network organization allows navigation through information based on the interrelationships between cards. The complexity of a network structure depends on how many interrelationships between cards and stacks exist (Figure 10).

Figure 9. This project shows hierarchical organization. Each card is navigated by a hierarchical order of the solar system content.


Multimedia projects are built around these three structural themes. The title or home card is designed based on the structure and sequence of the content information. In designing multimedia projects, the subject content is commonly organized in a hierarchical sequence. The complexity of content organization and network structure is based on the subject matter, learner characteristics, and project objectives (Yang & Moore, 1996). Before moving on to the next step of the design process, ask the following questions:

  1. Which navigation structure is best suited for my content?
  2. Is the content organized into subtopics (this can help with complex interrelationships)?

Figure 10

Figure 10. The complexity of a network structure depends on how many interrelationships exist between cards and stacks.

Evaluating Multimedia Projects

Multimedia project assessment is based on criteria that reflect the project’s quality. Because a multimedia project is outcome-based, one of the best assessment tools is a rubric. A rubric should contain project tasks and a grading scale. The rubric should be holistic, be criterion-referenced, and indicate how well the student successfully designed the project according to specific criteria. The criteria will vary according to the level of project difficulty.

Tasks
Authentic assessment of a project is contingent on the development of specific tasks that produce a high-quality project. The tasks should reflect the level of difficulty and indicators of mastery of project objectives. To determine the difficulty of the project tasks, you have to review steps one (Analyzing Learners), two (Selecting Topic), and three (Writing Objectives) of the design process. However, basic tasks should include:

  • Planning
  • Mechanics
  • Design
  • Visual Effects
  • Internet Use

Grading Scale
The final step in constructing a project rubric is to create a grading scale that will adequately reflect student performance. Once the task expectations of the project have been determined, the instructor needs to specify levels of performance for each task, calculate, and then convert the scale to a numerical or letter grade scale. One of the most common ways of indicating project proficiency levels is to use a 1–5 ranking of lowest to highest, 1 = poor, 2 = fair, 3 = good, 4 = very good, 5 = outstanding (see the copy-me page). A letter grade can be based on the total number of points, for example A = 55–50, B = 49–44, C = 43–33, D = 32–22, and an F = 21–below.

Conclusion

Systematic planning can help teachers efficiently design high-quality and effective multimedia projects. The approach provided in this article moves users through a process that begins with analyzing the audience and ends with evaluation. Try it the next time your students design a multimedia project.

Resources

HyperStudio is available from Knowledge Adventure, 19840 Pioneer Ave., Torrance, CA 90503; 800.545.7677; www.hyperstudio.com.

Inspiration is available from Inspiration Software, Inc., 7412 SW Beaverton Hillsdale Hwy., Ste. 102, Portland, OR 97225-2167; 800.877.4292 or 503.297.3004, fax 503.297.4676; www.inspiration.com.

References

Delaware Department of Education. (1995). State of Delaware science curriculum framework [Online document]. Dover, DE: Author. Available: www.doe.state.de.us/Standards/Science/science_toc.html.

Yang, C., & Moore, D. M. (1996). Designing hypermedia systems for instruction. Journal of Educational Technology Systems, 24(1), 3–30.

 

Michael Ruffini

Michael F. Ruffini (mruffini@brandywine.net) is an assistant professor of instructional technology at Delaware State University. He teaches both undergraduate and graduate courses in Web page design and development. He holds an EdD from Widener University. In addition, he is an adjunct IT faculty member at Penn State Great Valley and Web training consultant for school districts and businesses. He can be reached at 236 E. Evergreen Street, West Grove, PA 19390; 610.869.2631.

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