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WEBDEV2
         Ms. Lea S. Abarentos
http://webdev2.abarentos.com
->YOUR NAME
->SOMETHING
UNIQUE ABOUT
YOU
COURSE OVERVIEW

 Website development for real clients
 It focuses on planning, organizing, design
  conceptualization, project monitoring,
  and managing resources supplied by the
  client
 The challenge of this course is to ensure
  client and end user satisfaction in spite of
  project constraints such as time, scope,
  budget, etc.
COURSE OBJECTIVES

 Understand web development process;
 Analyze the needs of the target market;
 Manage resources supplied by client;
 Recommend web solutions;
 Visualize and present design, navigation, and
  content solutions;
 Produce quality standard project within time
  and budget constraint
COURSE OBJECTIVES
 Apply the technicalities of web
  development such as HTML, Javascript
  behaviors, Embedding Multimedia,
  Cascading Style Sheets, PHP, CMS;
 Use interactive software to create web
  animation;
 Understand the moral issues and legal
  consequences of infringement of third
  party rights;
COURSE OBJECTIVES

 Provide full documentation for presentation
  material;
 Present and explain design concepts as well as
  finished work to the client and class. Understand
  web development process;
 Analyze the needs of the target market;
 Manage resources supplied by client;
 Recommend web solutions;
WHAT TO LEARN?

 Design + Content + Script + Deal with
  client concerns
 FLASH + CSS + Basic PHP + CMS
PROJECT FLOW
 Look for potential        Analyze Competitors
  clients
                            Draw Sketches
 Submit cover letter to
  potential client          Design Prototype
 Conduct Project Survey    Finalize homepage and inner
                             page design
 Create Work Plan
                            Provide Marketing Plan
 Provide Costing
                            Launch Website
 Create a contract
                            Prepare collaterals
 Review existing
  resources
 Start/edit Content
  (text, images)
PROJECT GROUPINGS




             9
METHODOLOGY

 Lectures
 Mentoring
 Seatwork and Homework
 Projects
 Presentations
HOUSE RULES

 Missed requirements (quizzes, seatwork,
  homework, projects) get a grade of zero
HOUSE RULES


 All requirements are open notes, open
  internet, open anything; except open-
  classmates

 Open sources does not mean you can
 plagiarize.
HOUSE RULES


 You are responsible for any lessons you
  miss due to tardiness of absence.

 Your teacher will not repeat it for you.
HOUSE RULES

 SUBMIT THROUGH MOODLE
  ONLY
ALL submissions, quizzes, exercises,
assignments and projects should be
submitted in the Moodle ONLY. I will not
accept submissions made thru the email
or Facebook.
HOUSE RULES
   ATTENDANCE
If you are three (3) times absent, you fail
the class.
If you are six (6) times late, you fail the
class.
You are allowed to have three absences
(which is equivalent to two lates = 1
absent) only.
HOUSE RULES

Do not use Fireworks, Photoshop, or other software to
automatically create a website for you.

This automatically gets a grade of 40%.

Illegal software used for creation of FINAL PROJECTS
will merit a 0.0 final grade.
HOUSE RULES
Do not use image-text for text content.
The copy should be real text that is
selectable in a browser. Using image-
text for content automatically gets a
grade of 60%

Do not use iframes for content.
HOUSE RULES

 Absolutely no surfing, e-mailing, YM-ing,
  blogging, etc. while there is a lecture or
  discussion
REQUIREMENTS

 Mock presentation
 Client Approval
 Panel presentation
 Stable/Reliable Hosting Service
GRADING
Works (SW and HW) 
       50%
Quizzes 
                  5%
Documentation              5%
Class Participation        5%

Project
                  35%
Total               100%
CLASS WEBSITE
 Course materials, activities, quizzes are posted
  in this website
  • http://moodle1.dls-csb.edu.ph/
 Online Syllabus
  • www.webdev2.abarentos.com
 Class Facebook group:
  • SDA-MMA Webdev
THE WEB TRACK
             BASICOM
Basic Computer Applications


             WEBDEV1
           Interface Design


             WEBDEV2
        Development Skills


             WEBDEV3
 E-commerce Development
THE WEB TRACK
             BASICOM
Basic Computer Applications


             WEBDEV1
           Interface Design


             WEBDEV2
        Development Skills


             WEBDEV3
 E-commerce Development
SHAMELESS REVIEW
WHAT ARE THE
4 ELEMENTS
OF GOOD
INTERFACE?
WHAT IMAGE
FORMAT IS USED
FOR
PHOTOGRAPHIC
WEB IMAGES?
IF AN IMAGE HAS
BOTH JPG AND
GIF QUALITIES,
WHAT FORMAT
SHOULD YOU
USE?
WHY IS THE
ENTRY PAGE
ALWAYS NAMED
“INDEX”?
WHAT IS THE
DIFFERENCE
BETWEEN WEB
DESIGN AND
WEB
IN THE FILE
STRUCTURE,
WHY DO WE
USE A
SEPARATE
FOLDER FOR
IMAGES?
WHY SHOULD THE
FILE STRUCTURE
ON YOUR SERVER
BE THE SAME AS
THAT IN YOUR
WHAT IS THE FIRST
AND MOST
IMPORTANT RULE
WHEN USING
DREAMWEAVER?
HOW WE LEARN &
                               REMEMBER

We Learn            We Remember
1 % thru TASTE      10% of what we read
                    20% of what we hear
1.5 % thru TOUCH    30% of what we see
3.5 % thru SMELL    50% of what we see and hear
11 % thru HEARING   80% of what we see and say
                    90% of what we say as we do a
83 % thru SIGHT
                    thing



                                        32

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Webdev2 - Week1

  • 1. WEBDEV2 Ms. Lea S. Abarentos http://webdev2.abarentos.com
  • 3. COURSE OVERVIEW  Website development for real clients  It focuses on planning, organizing, design conceptualization, project monitoring, and managing resources supplied by the client  The challenge of this course is to ensure client and end user satisfaction in spite of project constraints such as time, scope, budget, etc.
  • 4. COURSE OBJECTIVES  Understand web development process;  Analyze the needs of the target market;  Manage resources supplied by client;  Recommend web solutions;  Visualize and present design, navigation, and content solutions;  Produce quality standard project within time and budget constraint
  • 5. COURSE OBJECTIVES  Apply the technicalities of web development such as HTML, Javascript behaviors, Embedding Multimedia, Cascading Style Sheets, PHP, CMS;  Use interactive software to create web animation;  Understand the moral issues and legal consequences of infringement of third party rights;
  • 6. COURSE OBJECTIVES  Provide full documentation for presentation material;  Present and explain design concepts as well as finished work to the client and class. Understand web development process;  Analyze the needs of the target market;  Manage resources supplied by client;  Recommend web solutions;
  • 7. WHAT TO LEARN?  Design + Content + Script + Deal with client concerns  FLASH + CSS + Basic PHP + CMS
  • 8. PROJECT FLOW  Look for potential  Analyze Competitors clients  Draw Sketches  Submit cover letter to potential client  Design Prototype  Conduct Project Survey  Finalize homepage and inner page design  Create Work Plan  Provide Marketing Plan  Provide Costing  Launch Website  Create a contract  Prepare collaterals  Review existing resources  Start/edit Content (text, images)
  • 10. METHODOLOGY  Lectures  Mentoring  Seatwork and Homework  Projects  Presentations
  • 11. HOUSE RULES  Missed requirements (quizzes, seatwork, homework, projects) get a grade of zero
  • 12. HOUSE RULES  All requirements are open notes, open internet, open anything; except open- classmates Open sources does not mean you can plagiarize.
  • 13. HOUSE RULES  You are responsible for any lessons you miss due to tardiness of absence. Your teacher will not repeat it for you.
  • 14. HOUSE RULES  SUBMIT THROUGH MOODLE ONLY ALL submissions, quizzes, exercises, assignments and projects should be submitted in the Moodle ONLY. I will not accept submissions made thru the email or Facebook.
  • 15. HOUSE RULES ATTENDANCE If you are three (3) times absent, you fail the class. If you are six (6) times late, you fail the class. You are allowed to have three absences (which is equivalent to two lates = 1 absent) only.
  • 16. HOUSE RULES Do not use Fireworks, Photoshop, or other software to automatically create a website for you. This automatically gets a grade of 40%. Illegal software used for creation of FINAL PROJECTS will merit a 0.0 final grade.
  • 17. HOUSE RULES Do not use image-text for text content. The copy should be real text that is selectable in a browser. Using image- text for content automatically gets a grade of 60% Do not use iframes for content.
  • 18. HOUSE RULES  Absolutely no surfing, e-mailing, YM-ing, blogging, etc. while there is a lecture or discussion
  • 19. REQUIREMENTS  Mock presentation  Client Approval  Panel presentation  Stable/Reliable Hosting Service
  • 20. GRADING Works (SW and HW) 50% Quizzes 5% Documentation 5% Class Participation 5% Project 35% Total 100%
  • 21. CLASS WEBSITE  Course materials, activities, quizzes are posted in this website • http://moodle1.dls-csb.edu.ph/  Online Syllabus • www.webdev2.abarentos.com  Class Facebook group: • SDA-MMA Webdev
  • 22. THE WEB TRACK BASICOM Basic Computer Applications WEBDEV1 Interface Design WEBDEV2 Development Skills WEBDEV3 E-commerce Development
  • 23. THE WEB TRACK BASICOM Basic Computer Applications WEBDEV1 Interface Design WEBDEV2 Development Skills WEBDEV3 E-commerce Development
  • 25. WHAT ARE THE 4 ELEMENTS OF GOOD INTERFACE?
  • 26. WHAT IMAGE FORMAT IS USED FOR PHOTOGRAPHIC WEB IMAGES?
  • 27. IF AN IMAGE HAS BOTH JPG AND GIF QUALITIES, WHAT FORMAT SHOULD YOU USE?
  • 28. WHY IS THE ENTRY PAGE ALWAYS NAMED “INDEX”?
  • 29. WHAT IS THE DIFFERENCE BETWEEN WEB DESIGN AND WEB
  • 30. IN THE FILE STRUCTURE, WHY DO WE USE A SEPARATE FOLDER FOR IMAGES?
  • 31. WHY SHOULD THE FILE STRUCTURE ON YOUR SERVER BE THE SAME AS THAT IN YOUR
  • 32. WHAT IS THE FIRST AND MOST IMPORTANT RULE WHEN USING DREAMWEAVER?
  • 33. HOW WE LEARN & REMEMBER We Learn We Remember 1 % thru TASTE 10% of what we read 20% of what we hear 1.5 % thru TOUCH 30% of what we see 3.5 % thru SMELL 50% of what we see and hear 11 % thru HEARING 80% of what we see and say 90% of what we say as we do a 83 % thru SIGHT thing 32

Editor's Notes