표제지
ACKNOWLEDGEMENT
ABSTRACT
국문초록
목차
1. Introduction 11
2. Theoretical Background 13
2-1. The Concept of Multimedia PC 13
2-1-1. Definition of CD-ROM 13
2-1-2. Kind of Software 13
2-2. The Concept of Interactive Multimedia 14
2-2-1. Design Interface 17
2-2-2. Design Paradigm 20
2-3. Interactive Multimedia Design 22
2-3-1. User 25
2-3-2. Usability 26
2-3-3. Feedback 27
2-4. Interactive Multimedia as a Storytelling 28
2-4-1. CD-ROM Storybooks for Children 29
2-4-2. Sample of CD-ROM Storybooks 30
3. Design Model of Indonesian Folktale Content 32
3-1. Indonesian Folktale 32
3-1-1. Design Thinking Process 32
3-1-2. Design Concept and Feature 34
3-2. Indonesian Folktale Design Methodology 34
3-2-1. Collecting Resources 34
3-2-2. Reviewing and Gathering Related Sources 36
3-2-3. Making Concept and Workflow 36
3-2-4. Producing Interactive Multimedia 38
3-3. Indonesian Folktale’s Elements 39
3-3-1. Aspects of Indonesian Folktale 39
3-3-2. The Origin of Indonesian Ceremony Kasada 39
3-3-3. Folktale Graphic Elements 40
3-3-4. Folktale Multimedia Elements 41
4. Indonesian Folktale ”Kasada” Project Production 43
4-1. Project Interface Design 43
4-1-1. User Interface 43
4-1-2. Interaction System 44
4-2. Folktale Elements Model Idea 46
4-3. Graphic Elements Analysis 47
4-3-1. Background Design 47
4-3-2. Pattern Design 49
4-3-3. Character Design 53
4-3-4. Graphic Color Concept 55
4-3-5. Graphic Elements Combination 56
4-3-6. Typography Analysis 58
4-3-7. Icon Elements Analysis 59
4-4. Multimedia Elements Analysis 61
4-5. Design Production Results 64
4-5-1. Final Interface Application 64
4-5-2. Interaction Application 66
5. Conclusion and Suggestion 71
References 72
[Figure 1] The Development of Storytelling Media 11
[Figure 2] Multimedia is the Use of a Computer 15
[Figure 3] Textual Screen Design 19
[Figure 4] Layout Analysis of Figure 3 19
[Figure 5] Graphical Screen Design 19
[Figure 6] Layout Analysis of Figure 5 19
[Figure 7] Mixed Screen Design 19
[Figure 8] Layout Analysis of Figure 7 19
[Figure 9] The Linear List Design 20
[Figure 10 ] The Menu Design 20
[Figure 11 ] The Hierarchy 21
[Figure 12 ] The Network Diagram 21
[Figure 13 ] Hybrid Designs 22
[Figure 14 ] A Simple Interaction Design Model 25
[Figure 15 ] Kind of Feedback 28
[Figure 16 ] Interaction in Storytelling 29
[Figure 17 ] The First Page of Arthur’s Teacher Trouble 31
[Figure 18 ] Design Thinking Process 33
[Figure 19 ] Resources Collecting 35
[Figure 20 ] Analysis The Resources 36
[Figure 21 ] Work Flow 38
[Figure 22 ] Flow map 39
[Figure 23 ] Graphic Elements Source 41
[Figure 24 ] Gamelan, Javanese Instrument 42
[Figure 25 ] Main Menu Interface Design 43
[Figure 26 ] Content Interface Design 44
[Figure 27 ] Project Interaction System 45
[Figure 28 ] Design Model Idea 46
[Figure 29 ] Analysis of Background Graphic Elements 47
[Figure 30 ] Background Color Analysis 48
[Figure 31 ] Pattern Analysis 50
[Figure 32 ] Implementation Pattern to Graphic Design 51
[Figure 33 ] Pattern Implementation Process 52
[Figure 34 ] Character Design Process 53
[Figure 35 ] Process of Folktale Graphic Elements Implementation 53
[Figure 36 ] Graphic Design Application into Background Color 54
[Figure 37 ] Graphic Color Concept 55
[Figure 38 ] Color Sample 55
[Figure 39 ] Graphic Elements Combination 56
[Figure 40 ] Process of Folktale Graphic Design 57
[Figure 41 ] Title Font Analysis 58
[Figure 42 ] Typography on The Main Page 59
[Figure 43 ] Main menu Icons 60
[Figure 44 ] Place and Cultural Content Icons 60
[Figure 45 ] Graphic and Multimedia Elements 61
[Figure 46 ] Project Characteristic 61
[Figure 47 ] Multimedia Elements Analysis 62
[Figure 48 ] Implementation Multimedia to Story 63
[Figure 49 ] Main Menu Screen Design 64
[Figure 50 ] Layout of Figure 49 64
[Figure 51 ] Story Screen Design 64
[Figure 52 ] Layout of Figure 51 64
[Figure 53 ] Place Screen Design 65
[Figure 54 ] Layout of Figure 53 65
[Figure 55 ] Place Content Screen Design 65
[Figure 56 ] Layout of Figure 55 65
[Figure 57 ] Culture Screen Design 65
[Figure 58 ] Layout of Figure 57 65
[Figure 59 ] Cultural Content Screen Design 66
[Figure 60 ] Layout of Figure 59 66
[Figure 61 ] Hybrid Design Paradigm 66
[Figure 62 ] Navigation in Story Content 67
[Figure 63 ] User Participant on Button Click 67
[Figure 64 ] Main menu Interactivity 68
[Figure 65 ] Story Content Interactivity 69
[Figure 66 ] Place Content Interactivity 70
[Figure 67 ] Cultural Content Interactivity 70
[Table 1] Overview of Data-Gathering Technique 36
[Table 2] Analysis of Interactive Story 38