Overview

This standard is about arranging facilities to demonstrate interactive media products outputs. This includes selecting appropriate venues and equipment, making sure there is enough equipment for attendees and that it is working as it should. Demonstration can take place either at prototype stage, key stages during development or upon completion of Interactive media projects.

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 appropriate for anyone who arranges facilities to demonstrate interactive media products.

 

Performance criteria

You must be able to:

  1. use information from reliable sources to identify expectations and requirements for demonstrations
  2. arrange venues of appropriate size, layout and environment for the interactive media being demonstrated
  3. arrange for equipment that is appropriate for the interactive media being demonstrated
  4. make sure there is sufficient equipment for all audience members to be able to access project outputs when required
  5. make sure any special requirements from audience members relating to experiencing project outputs are taken into account
  6. check with appropriate colleagues that environment, equipment and other arrangements are suitable for the project outputs being demonstrated
  7. make sure that facilities are arranged in compliance with relevant legislation
  8. make sure all key people who need to attend demonstrations are available
  9. communicate information about demonstrations to relevant people at appropriate times
  10. make sure that equipment will work for the duration of demonstrations

 

Knowledge and understanding

You need to know and understand:

  1. sources of information about client and colleague requirements and expectations for demonstrations
  2. differences required for the demonstration of prototypes or end products
  3. demonstration requirements for interactive media project outputs
  4. the environment, space and layout required to demonstrate different immersive technologies
  5. relevant standards, conventions and guidelines including guidelines and best practice for user comfort and quality of experience
  6. usability, accessibility and effects on users
  7. the equipment needed for demonstrations and where to get it
  8. how to check that equipment is working, including checking battery life
  9. relevant legislations, standards, conventions and guidelines for demonstrating, viewing and experiencing project outputs involving immersive technology including cleaning equipment between uses, ensuring a clear space for movement and cordoning off demonstrators
  10. clients and other audience members involved in demonstrations and how to contact them
  11. colleagues involved in marketing, creative, development and quality assurance processes and how and when they need to be involved with demonstrations
  12. who can assist with technical set up, operation and maintenance of equipment required for demonstrations