Overview

This standard is about specifying the technical approach that should be taken to achieve outputs for interactive media projects. This can apply to prototypes or end products and includes specifying approaches, technologies, online services, scripting, programming language and quality standards and testing approaches through research or the use of prototypes.

Interactive media projects can involve any type of interactive media content, products or services for multi-platform or multi-channel use, including, but not restricted to, games, websites, applications or online marketing campaigns and can also include the use of immersive technology. (Immersive technology can include, but is not restricted to, Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR).)

This standard is for anyone involved in developing technical specifications to build.

 

Performance criteria

You must be able to:

  1. obtain relevant product information, designs and specifications from reliable sources
  2. clarify ambiguous or missing information with relevant people
  3. specify approaches, technologies and online services which best meet technical requirements and parameters
  4. specify authoring tools, mark-up, scripting and programming languages which are most appropriate to the work
  5. specify quality standards or guidelines which are appropriate to the work
  6. produce technical specifications in approved organisational formats
  7. test ideas, approaches, technologies and tools through valid research and prototypes
  8. check with appropriate people that technical specifications are workable
  9. obtain approval for specifications and decisions from relevant people

 

Knowledge and understanding

You need to know and understand:

  1. the overall purpose, intended use, and requirements, especially in relation to integration with other systems and future modification and maintenance
  2. how to interpret and follow specifications and briefs
  3. who to communicate with, and how, including when clarifying ambiguous or missing information, when making sure technical specifications are workable and when getting approval and decisions
  4. sources of information on projects, designs and specifications including project parameters and constraints
  5. the purpose and structure of prototypes in relation to the specified technology and the differences required for the development of prototypes and end products
  6. relevant standards, conventions and guidelines including guidelines and best practice for diversity, inclusivity, accessibility, ethics, emotional intelligence, behavioural psychology user comfort and quality of experience
  7. current relevant technologies, services, languages, tools and best practice including those related to real-time animation
  8. mark-up, scripting and programming languages, authoring tools, game engines, development environments and coding tools appropriate for your work
  9. target platforms, their capabilities and technical parameters, including processing power, memory, bandwidth, screen size, resolution, colour depth and physical user interface
  10. the current technology base of the organisation you are working for
  11. the resources, capabilities and skills available to the project
  12. how to optimise and prepare products for delivery to different platforms and the technical and logistical issues related to cross-platform delivery
  13. approved formats for specifications