index | exercises | ideas | midterm | final
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Assignment 1: Wednesday, Jan. 8,
2003 Presently, I see myself as a nomad of design. I am continually wandering from one aspect to another, neither mastering or meandering long enough to get fully involved with one medium. My attention is going in ten different directions, but I believe that my strength still comes from my starting point, which is drawing and painting. I do not yet feel comfortable in these technological shoes. I have been testing the waters for the last year and a half, since transferring to this department. I am at a point where I do not know whether to turn back to my comfortable past or venture further into design multimedia until I find another, more modern niche. My first love is still painting. I try and weasel it in whenever I can into print design and animation, but my work always loses something in the digital translation. My vision is for my
art to come alive on screen or in print with the same energy as raw materials
and wet, drippy paint. There must be some meeting point where the digital/artificial
meets the organic and spontaneous. What are my interests? Well, i like hand craft, I like
ornate patterns, color, bright color, dramatic, bold marks, mixed with
delicate detail. I like ink marks, drippy paint, layers of information,
collage, contrast, concept, humor, word play, and irony. I want to take
all of this stuff and organize it into something more polished, more salable.
I do not want to be in the poor house. I want to do something that will
provide some sort of job security and without giving up creative freedom.
I think that I have a strength in conceptualizing and articulating but
something is slacking in my execution. It' important that I grow in such
a way that my ideas are polished and sensible enough to display to the
public. My creative vision is based on survival. Ideally, I would
like to work in a design firm based either on print or animation. I would
like to make a living in the entertainment industry or in advertisement.
I would continue to paint and illustrate as a hobby, maybe a long term
professional goal. I'll be happy if I can incorporate my creative sensibilities
into everyday life, and extend it to a commercial audience. Creatively, I want to hone in on one aspect of design. My work lacks completion, professionalism, and consistency in style and medium. As I come closer to graduation in the spring, I want to corral my talents, interests, and styles and focus on something that can speak to others in a communicative field. Where do my interests meet popular demand? Although I am currently frustrated, I remain optimistic. I enjoy the challenge of experimentation, and am simply impatient to see how they manifest. |
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Assignment 2: Practices of Looking Reading response from essays by Sturken & Cartwright, Oxford University Press, 2001 "The Global Flow of Visual Culture" pp. 315-318 "The Critique of Cultural Imperialism" pp. 322-324 "The Internet: global villlage or multinational corporate marketplace?" pp.333-345 A.
Do you agree
with what this author is saying? Be specific. This link
includes the Eurodiseney corporate relations matters, such as stocks,
world wide locations, Human Resources, and Company History. It is completely
business related. |
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Assignment 3: 1/29/03 Interface: A Paradigm Shift, Observations on Interface Design - Submitted by Michel Balasis TERMS: INTERFACE is generally defined as "the place at which independent systems meet and act on or communicate with each other". GRAPHIC WINDOW INTERFACE: Human to computer interaction is driven by a form of software commonly referred to as the Graphic Window Interface. First developed by Apple Computers, it is now the universal standard interface called "Windows". Windows is based on a more visually oriented interface, which follows the recent conditioning of our society to immediacy in all forms of communication. MAJOR POINTS: communication: human to human interaction, involving all senses interface Graphic Window Interface negative: digital interface eliminates 1/2 of the equation required in human communication. human to interface interaction is not as engaging. I agree with this statement. "The partial loss of some of the most primal forms of communication such as gesture, feeling and the sense of touch will no doubt have a negative impact." nevertheless, I think that a digital interface allows for new and unconventional ways of communication. Many of these new ways are yet to be discovered. cross-generation benefit: I disagree. As of right now, the generation gap is the most glaring problem with digital communication. Most of the older generation is unaware of or against digital interfaces. hypothesis: "The most effective interface will be one which most closely matches the natural human senses and their reaction to visual and audible stimuli." |
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Assignment 4, part A: 12/1/03 Midterm Assignment Proposal: A Question of Contact Brainstorm/Preliminary Ideas: What are
the limitations of the web? Is communication via interractive pieces more
of an emotional experience for the viewer? What are the limitations to
what can be expressed through digital interraction? I have an idea where
the viewer is taken through a series of interractive events where, if
in a natural environment, they would undoubtably feel a strong reaction.
I want to show the limitations of the web and push the viewer to question
the differences of experience. Can a person live through digital media?
Can one feel pain, sorrow, happiness, hunger, freedom, love, through an
interface? Is the mouse really and extension of our fingertips? is the
screen an interpretation of an artist's vision, or world? I would like
to present the following examples: Note: these ideas are kind of like a video game world, but more personal. You should feel an emotional attachment to the game, happy if you win, sad if you lose. What's worse in a video game? to fall off a cliff or blow up? Does seeing the flames have the same kind of effect as seeing a car in the movies blow up? Does it prepare you for every day defensive driving and numb ourselves from accidents on the news or in passing on the freeway? Note 2: What flash pieces seem to do as far as I've noticed is limit the function or purpose. If someone was presented with so many options, they could really make something unique. I like the person idea because every one will turn out different, as a reflection of the viewer, not of the artist. (although the choices are presented by the artist) I want to make something that would challenge the viewer and surprise the artist.
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Assignment 4, part B: 2/10/03 THE
ARTIST'S STATEMENT, DECONSTRUCTED ......................... GLEN RHODES: http://www.glenrhodes.com CONTENT: Under an 'about me' link from the artist's home page: A pop up window titled 'About Me' is a simple animation where the three main categories of the artist's career come out of his cartoon head. Broken into three categories by three separate clickable icons, music, games, and information. When clicked, the text about the relative topic covers the window. Content is strictly text and links. He has links to his friends' sites and places where you can purchase the projects that he has participated in creating. Transitions are abrupt, no real segways, but breaks up content by paragraphs. The hardest part about this sequence is that the navigation is in the bottom right corner and wasn't recognized for a good while into playing around with the links. ABOUT ME (//
=paragraphs) ...................... SCOTT SNIBBE: http://www.snibbe.com/scott/statement.html CONTENT: (lettered by paragraph) A. Introduction to major theme that brings work togeather, thesis B. How idea is executed in the work, how to interact with the work in order to fulfill idea. C. Theory, how express theory, function D. Purpose, result of work, influence, relation of subject to the world, E. Working process, approach, motivation F. How medium expresses concept. G. Relationship of work to viewers, emotions evoked by the work. challenges, rewards H. History, related works and artists, inspirations, finding a place in tradition/ placing himself in a history, overall purpose/goal. Transitions in this Artist's Statement are made by a conclusive statement at the end of each paragraph. The paragraphs are tightly focused on the central idea, the purpose of the work. He does not go into detail about any specific pieces, but instead thoroughly explores the background of his work. |
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Assignment 6, part A: final project proposal Pocket PC Panther Protection Device: (PPC PPD)
Pocket PC/Hewlet-Packard research website: cats research websites: cilium research websites: |
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Assignment 6, part B: 3/3/03 WHAT'S
IN A WORD? "Semantics is all about the very meanings of the words we use, the intention with which we use them, and the understanding they create in our audience. In communication, nothing is more important than semantics. USABILITY TERMS: 1.
Intuitive:
If intuitive means natural, in the sense that comprehension requires no
thinking, where is the division between those things that are natural
and those that are familiar? 2.
User-friendly: [The first computer] developers thought
of users as constraints–ill-informed and hostile ones, at that–and
they reluctantly cobbled user interfaces together as concessions to crankiness. 3. Logical: Whose logic has been applied and why? All of those practitioners had a reason for building their product the way they did–reasons that seemed sound to them at the time and within the scope of their work. Their logic applies to the internals of the application–the plumbing within the walls. 4.
Heuristic: "heuristic evaluation" is a critical
scrutiny of the interface by trained examiners who look for potential
problems that a user might have, with reference to guidelines derived
from research and practical experience. The guidelines may be a list of
desirable features that the examiners look for and comment on, or it may
be a full-blown rubric of the sort teachers use for student assignments. 5.
Subjects: This term comes to the usability field from
human factors research, where studies compare design features and their
support for human performance (effectiveness and efficiency) and safety. 6. Subjective: Intent to say that there are no firm rules or principles governing the design process or the quality of its results. People who say that design is all subjective are not talking about design for usability they are talking about style. Style is vital to brand identification. You don't design interfaces like that by having the graphic arts department try Miracle Pink for the first time, not matter how much they like it. There is a time to be pleasing, but this isn't it. What the operator needs is an interface that has been designed and tested to get that particular job done. 7. Tester: Usability testing does not want the user to focus on cataloging perceived defects but on performing the tasks. The user's participation in the testing allows the usability engineer to learn about how well the product is likely to support real users in doing the work that it's designed to support. We want the performance to be as natural and realistic as possible, so we want the users thinking about the tasks and not unduly about the interface. 8. Testing: Testing is only one method of evaluation, in usability as in other engineering disciplines. Software and system engineering, for example, define nontest methods such as analysis, simulation, inspection/examination, and demonstration. Testing in usability is empirical, relying on observations and sometimes measurements. Usability testing includes measurements of user task performance, observation of user behavior and identification of problems, or assessment of user satisfaction–or all of the above. What we insist is that if you haven't subjected your product to an empirical method in which you observe users using the product to perform typical tasks, you haven't tested its usability. Read the whole article–PDF |
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Assignment 6, part C: 3/3/03 WILL IT WORK?USABILITY
TESTING FOR FINAL PROJECT USABILITY CRITERIA: 1. Does the device feel
comfortable in your hand? More or less comfortable than original? 2. Is the weight difference
noticeable or cumbersome? 3. Is the stripped design distracting
from the screen or the function of the device? 4. Does the device always land on
the correct side, screen up? 5. Do the padding extensions come
out only when the device is in dropping motion? 6. Do the extensions properly and
effectively protect the device? After one, twenty, one hundred falls? 7. How effective are the extensions
when the device is dropped from a high distance? Ten feet? Twenty feet?
One hundred feet? 8. At what point is the falling impact too much for the ciliar extensions? Reference Article: –PDF |