2012-08-30 20:49:16 +02:00
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[grid="all"]
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`------------`-----------------------
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*State* _Parked_
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*Date* _2008-10-31_
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*Proposed by* link:Ichthyostega[]
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-------------------------------------
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Use Case analysis
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-----------------
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The only way to defeat "featuritis" is to build upon a coherent design --
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+
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which in turn relies upon a more or less explicit understanding what the
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application should be like, and the way the prospective user is thought to work
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with the program. Today, a generally accepted 'method' for building up such
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an understanding is to do a *use case analysis*. Such a formal analysis would
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require to identify all usage scenarios with the involved actors and parts of
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the system, and then to refine them in detail and break them down into distinct
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use cases. Here, I'll try a rather informal variant of such an analysis. I'll
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restrain myself to describing the most important usage situations.
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'please participate in the discussion. It well may be that everything detailed
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here is self-evident, but I doubt so. At least the grouping and the omissions
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kind-of reflect a certain focus of the project'
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Describing basic Lumiera usage situations
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The fundamental assumption is that the user works on a project, which is
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reflected in the fact that the user is working on a single session over an
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extended period of time (several hours to several years). External media will
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be imported and incorporated into this session, additional media will be
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created within this session, and finally there is at least one render or export
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procedure to harvest the results of this work.
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Scenario (1) : Exploring Media
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Various external media files are opened. You play, cue and examine the media.
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Tagging, labeling and adding notes. Marking of interesting points and ranges.
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Possibly breaking down into clips, or at least extract some ranges as clips.
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Draft arranging the clips, applying some effects to check the result and thus
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to find out about the viability of the footage. Playback of several media at
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the same time (several videos, but also video and music). Grouping of assets
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(media, clips, effects, markers) into folders.
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Scenario (2) : Simple assembly
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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You build up a simple linear cut sequence. Either by
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- using a single source media, trimming it and cutting away (a small number
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of) unwanted parts
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- playing source media and spilling over (insert, overwrite) some parts into
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the final assembly
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- dragging over the pre-organised clips from clip folders to build up the
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assembly.
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Sound is either used immediately as-is (the soundtrack attached to the media),
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or there is a similarly simple, linear music bed. Some people prefer to switch
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sound off entirely for this kind of work. In any case, the link is either
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automatic, or rather vague and soft (as music being vaguely correlated)
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Scenario (3) : Augmenting an assembly
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Without the intention to rework it from scratch, an already existing simple
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assembly is augmented, beautified and polished, maybe to conform with
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professional standards. This includes the ``rescue'' of a somewhat questionable
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assembly by repairing localized technical problems, but also shortening and
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re-arranging, and in extreme cases even changing the narrative structure. A
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distinctive property of this usage scenario is that work happens rather in the
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context of 'tasks' (passes) -- not so much isolated operations:
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- the task may be to get the rhythm or overall tempo right, and thus you go
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over the sequence and do trim, roll, shuffle or slide edits.
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- you may want to ``fold-out'' parts of the sound, thus interweaving o-sound
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and music
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- there may be a sound overdubbing and replacing pass
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- you may want to walk certain automation curves and adjust levels (sound
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volume or tone, fade, brightness/contrast/colour)
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- general polishing may include adding title overlays, fading in and out,
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adding (typically a single type of) transition(s) in a coherent manner
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Scenario (4) : Compositional work
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Here I define *compositional work* as a situation where you deal with
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multiple more or less independent sequences going on in parallel, similar to a
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musical score. Frequently, we encounter compositional parts embedded in a
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otherwise linear work, and often those parts evolve when Scenario (3) is driven
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to the extreme.
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- the most common situation is that o-sound, sound design and music work
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together with the temporal structure created in the image edits.
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- a movie with a complex narrative structure may induce compositional work on
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a very large scale (and existing applications frequently fall short on
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supporting such)
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- _compositing_ often leads to compositional work. Special FX, masked objects
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being arranged, artificial elements to be integrated.
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- similarly any collage-like or heavily layered arrangements lead themselves
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to requiring compositional work.
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The common distinctive property of all those situations is: objects are
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embedded into a primary context and have to obey the rules of this context, and
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at the same time have a close correlation to other objects which are embedded
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in a completely different (``orthogonal'') context. (To give a catchy example:
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assume, a CG monster has to be integrated. Besides the masked monster object,
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you have several colouring and blurring layers at completely different levels
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in the layering order, and at the same time you have correlated sound objects,
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which need to be integrated into the general sound-scape. And now your primary
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job is to get the movement and timings of the monster right in relation to the
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primary timing grid established by the existing edit)
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The working style and thus the tool support necessary for compositional work is
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completely different to Scenario (3). After an initial build-up (which often is
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very systematic), the working profile can be characterized by tweaks to various
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parameters to be done in-sync at widely separated sites within the session,
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together with repeated cycles of ``do it'', ``assess the result'', ``undo all and
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do some small detail differently''. Typically there is the need for much navigation
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(contrast this to Scenario (3) where you work in _tasks_ or _passes_)
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Scenario (5) : Working with Sound
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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The degree of integrating sound work is worth discussing. Often, due to
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limitations in existing tools, sound work is done in separate applications to a
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large extent. Which in turn forces the whole production into a sequential
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organisation scheme. First the edit has to be roughly final, and then the sound
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people can step in. (Of course this is an simplification). To list the common
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operations:
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- cleaning and preparing original sound
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- fitting sound library elements or separately produced sound
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- overdubbing
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- playing or building music to match the rhythm of the edit or the original
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footage
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- montage of dialogue and/or noise correlated to the primary content of the
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sequence
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- sound design, shaping the pace and the feel of a sequence
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- final balance mix
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While clearly some of those tasks are always better done within a dedicated
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application, the ability to carry out this work partially within the main
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session and even while the basic edit is still in flux -- may open new artistic
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possibilities.
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Scenario (6) : Large Projects
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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At first sight, the operations and the work to be done in large projects is the
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same as in small ones. But large projects tend to create sort of an additional
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``layer'' on top of the usage scenarios described thus far, which will ``kick in''
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at various places.
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- work may be divided upon several editors, working on separate parts
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(sequences) which then need to be re-integrated
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- there may be a global asset organisation (naming scheme), which will be
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extended locally, resulting in nested naming scopes.
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- some quite basic stuff needs to be done in a coherent fashion, e.g. titles,
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a certain transition (template), the way fade-outs are done, a certain
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colour profile. Possibly, this stuff needs to be adjusted all over the
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project.
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- there will be a general (large scale) timing grid with distinct ``check points''
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and probably there is the need to navigate to the different parts of the
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whole project.
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- there may be the necessity to build several versions of the same project in
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parallel (e.g. a short version and a extended director's cut)
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- you may have to care for such nasty and tedious things as keeping sub-titles
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in-sync while the edit is still in flux
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- you may want to do integration builds, where you add placeholders just for
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the purpose to get an impression of the work as a whole.
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Scenario (7) : Teamwork
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^^^^^^^^^^^^^^^^^^^^^^^
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Several people work on a project.
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- A longer sequence might be split up into parts, each one edited by another
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person. The parts will be collected and assembled by the chief editor. Edits
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to the parts will still be possible, but a system of permissions allows to
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lock down access to parts of the edit, so to prevent unexpected interferences.
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- Arrangements based on the same resources can be branched, tagged and merged.
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- Edits are logged with usernames
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- Markers can be shown/hidden on a per creator base.
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- Team members need ways to share and store notes and suggestion for each
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other work. Annotations can be added to clips, markers or arrangements
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- A pen tool could allow to scribble on top of frames or arrangements. An
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expressive and fast way to leave suggestions about deletions, movements and
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all other kinds of edits.
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Scenario (8) : Script driven
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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The application is started ``headless'' (without GUI) and controlled via an
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API. Either an existing session is loaded, or a new session is created and
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populated. Then, some operations have to be done in a systematic manner,
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requiring a way to address parts of the session both unambiguously and in a way
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easy to access and control from a programming environment (you can't just
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``see'' the right clip, it needs to be tagged). Finally, there might be an
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export or render step. A variation of this scenario is the automatic extraction
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of some informations from an existing project.
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Discussion
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~~~~~~~~~~
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.Pros
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* describing such scenarios, even if hypothetical, create an anchor or point of
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referral for feature/GUI design work to be done in detail
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* relating features to working situations helps to see what is really important
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and what is rather of technical merit
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* compiling and discussing this list helps shaping the character of the
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application as a whole
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* the above compilation relates individual features to a general production
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process.
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* the goal of this compilation is to be _fairly complete_
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.Cons
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* any of those descriptions is artificial
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* sometimes it is better to develop an application technology driven,
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especially when it is technologically challenging to get it to work properly.
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* having such a large-scale vision may freak away people which otherwise
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might jump in and implement some crazy but valuable new feature
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* the listed usage scenarios intend to be _fairly complete_, which can be a
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limitation or even self-deception. Better have an open ended list.
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* the above compilation seems quite conventional and explicitly leaves out some
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scenarios
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- networked, distributed scenarios, compound applications
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- television, life video, VeeJay-ing
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- cartoons, animations, game design
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.Alternatives
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* avoiding a general plan, just sharing a vague general vision
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* just start out with one scenario directly at hand (e.g. the simple assembly)
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and not worrying about the rest
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* rather then defining those scenarios (which are necessarily hypothetical),
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rather stick to the operation level. E.g. a use case would be rather
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on the level of ``triming a clip''
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* doing a complete state-of-the art UML use case analysis.
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* after having created the foundation, rather stick to an XP approach, i.e.
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implement, integrate and release small ``usage stories''
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Rationale
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^^^^^^^^^
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Well, after having considered, compiled and written such an concept, altogether
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avoiding a big picture view of the application is not longer an option. To the
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other extreme, we neither have the resources, nor the circumstances for doing a
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rigid and formal analysis. Finally, the XP approach really sounds promising,
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and it should be clear that it is in no way ruled out. Nothing hinders us to
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have a detailed vision, but then to implement small usage stories which fit
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into this vision.
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Besides, another consideration. The above compilation builds upon the notion,
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that there is a common denominator of film making craft, a core editing art,
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which has been shaped in the first 100 years of cinema, and which won't go away
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within the next generation, even if the technological and practical
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circumstances of production change quite dramatically.
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Comments
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--------
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//comments: append below
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.Template e.g. for regular TV series
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Constraints to fit all contents within fixed timeline, cover topic, select
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collage of iconic scenes from archived and collected footage. Update intro and
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credit roll for each episode. Add in stopmotion, and 3D model animations with
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vocal commentaries. Gather together separate items from "outworkers".
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Tree:: '2008-12-27 08:36:36'
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//endof_comments:
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Parked
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~~~~~~
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2025-06-07 23:59:57 +02:00
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We have to revisit this, possibly someone (or a group) who wants to work on
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2012-08-30 20:49:16 +02:00
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the workflow. For now its parked until revisited.
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Do 14 Apr 2011 03:06:42 CEST Christian Thaeter
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Back to link:/documentation/devel/rfc.html[Lumiera Design Process overview]
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