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Publications

Multimedia Creative Design

In search of the mythical "multimedia style manual"

by Bill Sweetman, June 1994


OK, you've got all the hardware. You've got all the software. You've even got a client who wants you to produce a multimedia project. But how do you come up with the right look and feel for the project? From the choice of a typeface to the shape of the kiosk, the creative design of multimedia is a critical but sometimes undervalued process. To help shed some light on this topic, I spoke with three Toronto-based multimedia developers whose work has proven successful due to its creative ingenuity.

Mackerel's interactive kiosks and direct mail applications have won the developer numerous design awards. Its work is noted for its user-friendly interfaces and sense of humour.

IMMpact! specializes in the creation of multimedia with an entertainment slant. Its kiosks for sales, training, and entertainment have a slick, elegant look, and the developer's most recent work incorporates video in a ground-breaking way.

Knowledge Systems is a complete computer graphics production company that specializes in 3D animation for print, video, and multimedia. Its work is characterized by visual inventiveness and a keen eye for detail.

So where do these companies turn to for their creative motivation? All of them stress the importance of the content. "If you don't first go to the content for your source of inspiration, then you're going to have the content and the interface working against each other for the entire project," says Mackerel's Karl Borst.

It's also a question of attitude. "You can't approach it with just the tools of print design," explains Mackerel's David Groff. "There is no single existing methodology that really fits yet." He recommends reducing the project's functionality to its simplest possible number of paths, as a lot of the look and feel will follow from that.

Research is also vital. Knowledge Systems' Warren Leppik urges developers to acquaint themselves with what's out there, to see what works and what doesn't. Mackerel has its own form of R & D. "These days we find some of the most interesting stuff in games," notes Kevin Steele. "There's a lot to be learned from the design of game interfaces."

Everyone agrees that all design must be driven by function. "It doesn't matter how good it looks," says Leppik. "If it doesn't tell the people what your client wanted to tell them, it's worth nothing." That's why it's essential to consider the end user first. "They want to interact with it," says IMMpact!'s Susan Cohen, "but at the same time they want to be entertained and informed. . . . If you don't make it user-friendly, people are not going to use it."

Keep in mind that effective multimedia has little to do with technology. "You can have a photo-realistic rendering of something, or you can have a woodcut, which is about the lowest resolution going," says Groff, "And why are so many woodcuts so charming. . . . The amount of information there is really low, but the quality of ideas is high." All of the developers believe that technical or budget limitations can be a blessing in disguise because they force you to sharpen your ideas.

It's important that each person on the production team has some ability in the other members' fields. "The art director has to know all the limitations of the programming," says Borst, "so that when they're designing, the programmer doesn't just look at them and laugh." Adds Groff, "Multimedia is not very conducive to an assembly line set-up. It's more of a craft paradigm." In fact, there are definite advantages to keeping the size of the team small, or else good ideas can get watered down, or even lost.

So what are some of the common creative design elements behind the most successful multimedia? All of the developers agreed that there is no mythical "multimedia style manual"; everyone's making up the rules as they go along. But there were some elements common to all three companies' work.

For starters, all of the projects have some sort of "entertainment factor". "If it's not going to be fun for people, then why should they use it," asks IMMpact!'s Paul Michaels. One sure-fire way to entertain people is by using humour. "It's a common ground that all people can relate to," notes Leppik.

It's also vital that your project shares the attributes of TV and other common media that people are used to. "It doesn't matter if you're kiosk has some incredible information on it," says Leppik, "without these attributes the user would rather go home and watch their TV."

No matter how "conservative" the multimedia project you're working on may seem, good creative design is essential for its success. Keep the following rules-of-thumb in mind and you can't go wrong:

  • Successful multimedia has nothing to do with technology; good content and good ideas are the key
  • Make the project fun for the user; create something that draws them in and holds them
  • Engage the user by recognizing what they want and expect -- then deliver it
  • Don't fall under the spell of your restrictions; think of them as challenges.
  • Get objective feedback at each stage of the development process
  • Don't underestimate the power of good quality sound and music
  • Forget that you're producing "multimedia"; just concentrate on blowing peoples minds.

Bill Sweetman is MultiMediator's Founder.


 







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