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An asset management system, built and
managed by Syrox, allowed FIFA to replace a costly and inefficient
artwork supply process with a streamlined digital archive to distribute
a large number of reproduction materials to its
commercial affiliates (official partners, official suppliers and
licensees), local organising committees,
host cities, broadcast partners and FIFA users and their suppliers,
with fine-grained access control and an end-to-end approval process.
Benefits
- Streamlines distribution and management of large
numbers of assets
- Reduces production and administration costs
- Secures content distribution through digital channels
- Improved tracking, mark usage and approval information
Features
- Intelligent handling of assets including artwork,
animations, PDF files etc.
- Secure distribution, tracking and approval of artwork
- Content management with full personalisation and
dynamic generation
- Automatic user notification of changes and updates
to archive content
- Flexible, fine-grained access control down to the
level of individual users and assets
- Powerful hierarchical management of asset, user and
content structures
- Scalable architecture capable of multiple storage
and server configurations
- Thin client web based administration allows full
control of the archive from anywhere
- Easy to use WYSIWYG content authoring and editing
tools
- Comprehensive download, usage and approval tracking,
monitoring and reporting
- Undo and audit trail functionality allows any administration
actions to be reversed or reviewed
Background
The Fédération Internationale de Football Association (FIFA) was founded
in 1904 in Paris, with the first official international matches
taking place in Europe later that year. Constantly growing, FIFA
now has over 200 member associations, making it one of the world's
largest sports organisations. The scope of FIFA's roles and duties
has greatly extended over the years to include the overall regulation
and supervision of the game and organisation of many FIFA events:
- FIFA World Cup™
- FIFA Women's World Cup
- FIFA U-19 Women's World Championship
- FIFA Futsal World Championship
- FIFA Confederations Cup
- FIFA World Youth Championship
- FIFA U-17 World Championship
- Blue Stars/FIFA Youth Cup
- FIFA Club World Championship
- The Men's and Women's Olympic Football Tournaments
The FIFA World Cup™ is the biggest sporting event on earth. Since
1930, every four years (apart from a break during the Second World
War), the world holds its breath as teams compete for the FIFA
World Cup Trophy. The 2002 FIFA World Cup™ in Korea and Japan, won
by Brazil, drew 2.7 million spectators to the 64 matches,
and a cumulative audience of 33.4 billion watched the games on
TV. The 2006 competition, again involving 32 teams, will be played
in Germany.
FIFA Marketing & TV handles the marketing programme for all FIFA events
including the FIFA World Cup™. The activities include acquiring and servicing
of Official Partners, Official Suppliers and Licensees. In addition,
FIFA Marketing & TV is responsible for the creative development and
the realisation of integral and innovative sponsoring solutions for its
commercial affiliates in order to enable them to efficiently activate their
marketing rights. FIFA Marketing & TV is a wholly owned subsidiary and
division of FIFA. The world governing football body and its 204 associations
exclusively benefit from all revenues generated by FIFA Marketing & TV.
Problem
In the past, FIFA distributed artwork related to its events and
activities to commercial affiliates, local organising committees,
host cities, broadcast partners, FIFA users and their suppliers
, in the form of CDs and binders including the graphic guidelines.
This traditional means of distribution had a number of disadvantages
including high production costs, lack of version and change control
and unauthorised usage, copying and distribution of the material.
For the 2002 FIFA World Cup™, FIFA turned to Allsport, a part of
Getty Images, and Syrox, a development partner of Allsport, for
expertise in the development of an asset management solution to
simplify and enhance distribution and control of its Official Marks.
In itself this was a complex project involving several thousand
users with specific access to content and assets.
With the 2002 FIFA World Cup™ over, FIFA decided to develop
an asset management system to encompass all future events up to
and including the 2006 FIFA World Cup™. The new system would
build on the first digital archive to manage a wide range of FIFA
events and activities, and to provide highly customisable content
and asset delivery to a large number of users. Primary requirements
for the new system were greater control over assets, users and
content for non-technical FIFA staff, improved automation and streamlining
of workflow, an end-to-end process for the tracking of artwork
and the submission of approval requests, the provision for a different
but homogenous visual identity for the representation of each event
in the archive, plus other refinements such as improved help facilities
and better usage reporting.
Key challenges facing Syrox included the development of a fine-grained
access control mechanism, which would allow FIFA to specify which
users would have access to artwork, content and graphic guidelines,
at various levels right down to that of the individual asset and
user. In addition, it was important that the system could cope
with changes, modifications and redesign of core components in
order to meet FIFA's changing requirements.
Solution
The solution employed consists of a completely redesigned data
storage archive to cope with the increased volume of assets presented
by multiple events. On top of this a browser based user interface
and administration thin client were built. The website includes
comprehensive security checking which determines the structure
of the archive visible as seen by each user. The enhanced search
and browsing utilities provide dynamically updated visual previews
of assets throughout the archive allowing users to easily navigate
to the required artwork, while context sensitive help and Flash
help movies assist the user with common or complex tasks. All this
is backed up by 24 hour, 365 day a year email and telephone support.
Users are registered by FIFA, and are informed of their assigned
user names and passwords by email. When a user logs in to the archive,
he or she sees a website where all assets and content are tailored
to that user according to the access permissions granted by FIFA.
The user first selects the event or activity to display from a
list. FIFA controls which events each user or group of users has
access to based on the contractual agreements between FIFA and
the user's company. Once logged into an event, the website presents
an Official Emblem and colour scheme specific to the event which
identifies the event while retaining consistency with the rest
of the website.
Users are notified of any additions, changes or updates to any
of the sections as soon as they log in, so that new or changed
assets may be downloaded to replace existing marks. Users are also
notified by email when marks are changed, with reference to the
specific assets the user has downloaded previously. From the website,
users may browse the assets that are available to them according
to the access permissions configured for them by FIFA. Users may
also search for assets based on keywords, including synonyms in
various languages. Users are directed to the relevant graphic and
legal guidelines, important documents describing the terms and
conditions of proper usage of assets in the archive. Once a user
has placed a mark into a proposed piece of artwork, he or she is
required to submit a marks approval form, which details the intended
usage, along with various other information and a preview file
generated from the design containing the artwork. FIFA checks and
approves or rejects the application based on the information and
informs the user of the result. Additional services available from
the website include a map of all the artwork in the event with
thumbnails, personal and contact detail management functions, contact
forms for getting in touch with the various parties involved in
the running of the archive, and comprehensive help pages and animated
Flash movies that show how to use the system.
At the heart of the system is the administration interface. Based
on thin client interface technology, the administration interface
is highly portable and can be used on any computer with a web
browser, anywhere in the world. The interface provides full control
over all aspects of the archive allowing complete management of
user and asset access.
The users, assets and content of the archive are contained in
hierarchical structures similar to the files and folders on a hard
disk. The administration interface displays these hierarchies as
visual trees of items, similar to the way files and folders are
displayed in Windows Explorer. The trees can be expanded and contracted
at various levels, so that even huge structures can be managed
quickly and easily without displaying all items. The trees support
full copy and paste functions, and right clicking on tree items
presents a 'context menu' that gives quick access to common tasks
relating to the item clicked. Items in the tree hierarchies may
contain a number of properties that control the appearance, availability
and structure of the items. Significantly, these properties may
be 'inherited' from items higher up in the hierarchy. This reduces
unnecessary duplication of information, and allows for the easy
control of the otherwise potentially unmanageable scale of information
representing all the items in the archive.
FIFA
have specific requirements regarding which assets should be available
to particular sets of users. These requirements may be broad ranging,
for example, 'all Official Partners are allowed access to the Official
Emblem', or may be very specific in terms of users or assets, e.g.
'the user John Smith is denied access to the small version of the
portrait emblem'. These requirements reflect the complex regulations
that FIFA maintains with respect to the accessibility of assets.
Syrox modelled these requirements in two ways: a matrix of permissions
controlling access to events, and a flexible rule-based access
system for controlling access to assets. The matrix allows for
real time updating of event access by means of a grid of ticks
and crosses, while the access rules are a set of human-readable
instructions relating user groups to asset folders by means of
'allowed' or 'denied' permissions.
The flexibility of the access control mechanism means that the
assets and other information available varies dramatically from
one user to the next. Consequently, the website presents a highly
dynamic view, where all the content presented to a user after logging
in is tailored to the user's access permissions and user group.
This serves the purpose of controlling access to marks, but also
allows FIFA to present particular page content to different users
or groups of users, including customising forms for particular
companies or supplying translated page text for users from different
parts of the world. Again, the hierarchy of content makes handling
the many permutations of users and pages manageable without duplication
of information.
Content
may be easily edited by non technical FIFA staff using WYSIWYG
editing functions; tools that look and work like word processing
tools, but are embedded into the administration section and useable
through standard web browsers. New content, including graphic guidelines
in the form of Acrobat PDF files can also be uploaded directly
through the administration section. The editorial control is extended
further with undo functionality to allow small and large changes
to be rolled back, and audit trails which record all changes and
modifications to the system.
Assets in the system are mostly in Adobe Illustrator EPS format,
as this is the most flexible and commonly accepted format for vector
artwork. However, many other formats are handled, including FreeHand
files, TIFF and PNG graphic formats, fonts, text and animations.
For all formats, the system manages the storage and retrieval of
the files and generates a range of thumbnails used to represent
the files during browsing and searching operations. The system
correctly interprets EPS files with embedded colour profiles and
generates appropriate thumbnails and resized images.
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