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essays about designing things > Pre-Production Design

Pre-Production Design (with an emphasis on project management)

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The following document steps through the pre-production process. The steps are roughly in the correct/ intuitive order, although some will overlap. If you manage to address each one, you should be able to generate a cohesive design document that will serve to provide an exhaustive reference for both technical design and creative direction throughout the production process. It will demonstrate your knowledge of the target demographic and will communicate your enthusiasm to the client.

Define client goals

Work with the client to help her define her over-arching goals for the product. What does the product do? How must it interact with the user? How important is the stated budget (i.e. Do they have room to add functionality later on, or is the budget set in stone)? How important is the final deadline date? Try to focus the goals and priorities in to a sort of thesis statement.

These goals will help you prioritize throughout the project. When your client requests functional changes that will add a week to the project schedule, you can check that against the goals previously defined for the project. Which takes precedence-- the functionality or the deadline date?

Define development team goals

Be realistic. Admit that you have an agenda. What's your current fascination? Is it experimenting with a specific interaction, working in a particular art style, or telling a story in an especial way? Talk to your colleagues. What makes them get out of bed in the morning? What do they need in order to invest themselves in this project?

Share these passions with the client. She will love you for it. And if she's passionate about the project, you will probably succeed in infecting her with your excitement. If she doesn't care about the project, you can probably do whatever you want anyhow.

Define your demographic

The client will generally have a target demographic in mind. However, it's always worthwhile to consider multiple secondary demographics. Consider: age, culture, gender, politics, income level, education, precedent. The product may be designed for 5 and 6 year old girls, but to whom else must it appeal? Think about the classic Disney cartoons or Richard Scarry books. The humor is layered and sophisticated enough to appeal to a number of age groups within a specific culture.

Research your demographic

Do your homework. Read. Interview your users. Develop a firm understanding of their pre-existing conceptual models.

Don't forget that all your research is circular. It is relevant, but derived from the existing marketplace.

Determine a gestural solution

Consider all of the above issues in determining a broad solution. However, don't let any of them lead that effort. Consider the difference between products designed by researchers to strategically exploit a market niche, and those designed by artists and aestheticians. The goals of the latter are focused on the product. The creators are not constrained by a glut of sticky assumptions about What the Market Says the User Wants. Instead, they can revel deliciously in the process of making. This attitude allows for the possibility of invention.

One of the most important aspects of determining a gestural solution is defining the conceptual metaphors to describe functionality, structure, process, and interaction.

Determine a design direction

This means defining the way that you'd like to see your solution executed. In defining a design direction you should consider the opportunities presented in the following aspects of the project, within their recombinant contexts:

-Functionality (cognitive and interactive pertinence, node structure...)
-Art style (color choices, flat fills or gradients, bit depth, production time, load time, delta compression…)
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Available compression CODECs (Smacker, Quicktime, Cinepac...)
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Palettes (a single 8-bit, multiple 8-bit, 16-bit, true color)
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Audio compression
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Disk space or server space
-Content (amount and source, information management, organization, delivery mode)
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Budget
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Schedule

An example of the above consideration is: assessing the implications of a particular art style on compression, palettes, bit depth, production time, load time, budget, etc.

Research your design direction

Find both written and graphic materials to provide references during production and to aid in communicating your ideas to both client and team members. Cite examples.

Refine your solution with respect to schedule and budget and technical limitations

This means taking a second pass at the solution with an even more rigorous consideration of all of the variables addressed when determining a design direction. Now assess these variables as limitations.

Work with the client to prioritize functionality and assets in light of stated goals

Work with client to re-asses her goals

Do they still make sense? Are they likely to change? Are they specific enough?

Obtain sign-off on those goals-- from here on, refer to those stated goals with tiresome indefatigability

You're client will be either tolerantly amused or apoplectic; regardless, it will save everyone a lot of headaches.

Design document

The design document should contain the following:

- Client's goals for the product
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Descriptions of the user experience
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Representative scenarios, fleshed out with detailed verbal descriptions, walk-throughs, flowcharts
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Content- what it consists of and who generates it, who functions as quality control
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Definitions of informational structures and game play hierarchies
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Asset list (evolving)
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Technical descriptions of implementation
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List of deliverables and corresponding dates for both client and developer

© 1999 h.a. halpert