Archive for the ‘More Things Design’ Category

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Topic Struggle

July 14, 2008

Trying hard to break things about and map it out in some way of making sense!

politics:
- opinions
- social and voter demographics
- party associations
- activism
- campaign tactics
- identity politics

media:
- real news vs “fluff” news
- patterns in topic frequency
- supply vs demand of stories
- how news creates ever-changing tapestry of American image
- media ethics and bloggers > self-declared journalists

environment:
- effects of global warming
- public awareness
- sense of place
- creative conservation

oil dependancy issues:
- changes in social and urban anthropology
- global food crisis
- sense of place
- unemployment
- identity issues

self-surveillance:
- jeopardizing sense of public and private life
- social media pollution
- customizable identities
- information overload and the mental toll it creates

strength in narratives (i.e. this american life, post-secrets, etc)
- discrete stories/narratives with common thread
- affects of human condition

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Politically-based data viz?

July 13, 2008

From Gothamist:

Maybe a question to ask regarding the possibility of visualizing a topic within the changing image of American politics is how do political messages resonate with voter demographics? What issues are most influential to immigrant voters and how does this breakdown with specific demographics?

The NYTimes today has a really interesting article regarding this rising trend in the NYC area.

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More Macquarium Stuff

July 10, 2008

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Summer Thesis Thoughts: Version 6

July 7, 2008

Really interesting article on how to handle massive amounts of data with some excellent examples of visualizations:

http://www.edge.org/documents/archive/edge248.html#feature

(entry to be continued…)

This is very cool but simple visualization, and sorta an interesting snapshot into current political happenings:

Capitol Words

From Neatorama:
The frequency with which we use certain words can often serve as an interesting glimpse into our values, our interests, and our priorities. Perhaps it’s with this rationale that Capitol Words was born. Capitol Words is a simple website that displays the word that was most often used in the congressional record that day. Even more interesting, it apparently has archives for this dating back through the last eight years (although for some reason I could not get some dates in 2000 and 2001 to work). According to the site’s “About” page:

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Summer Thesis Thoughts: Version 2

June 20, 2008

Over the week I read through the book, Visualizing Data by Edward Tufte. Although the book is slightly dated and was written before the advanced use of computers for graphics and data processing, it provides some strong base fundamentals for visualizing information:

A few key notes from the research:

- data thin design provoke suspicions and about the quality of measurement and analysis

- it talks about the micro/macro readings of narratives of space and time – something I will most likely focus my thesis

- designs should be so good that the building blocks are practically invisible to the viewer

- consumers of graphics are more intelligent about information at hand than those who fabricate data decoration

- visual experiences that are universal, rooted in human information processing capacities, and the abundancy and intricacy of everyday perceptions

- high density designs allow viewers to select, narrate, recast, and personalize data for their own use – control the information given to viewers

- data thing displays move viewers toward ignorance and passivity and diminish the credibility of source

- we seek rich texture of data with a comparative context that presents an understanding of complexity revealed within an economic means

- it’s important to find design strategies that reveal detail and complexity, not fault data for an excess of complication or fault viewers

- visual relationships must be in relevant proportion and harmony to the susbstance of the ideas, evidence, and data conveyed.

Still very stuck on the work of the Pew Research Center, as it relates to my first semester mini-thesis project. I’ve been reading their daily data releases, and have found that most of their journals refer to the media/news coverage vs news interest findings more or less as “narratives of the American image” that were most prevalent in media every week (their measurements are one week behind real time data collection). One of today’s articles talked about America’s ever-changing image and reputation among foreign countries, especially since the toll on America’s economy is affecting so many other countries. I’m interested in and thinking about focusing on the “narratives of the American image” idea, but from the public news interest perspective. This feeds into my original idea of visualizing anecdotal data. Still need some feedback about this and to further develop this idea.

Really hit home with the work of this guy:

http://www.chrisjordan.com/current_set2.php?id=7

Definitely looking to do something a bit more generative, real-time and interactive, but this is totally in my direction of thought.

Since I’ve been delving into my internship and observing the design and development process of several websites and interactive applications, I’ve been soaking a deeper awareness, understanding of information architecture and concept development and the psychology that drives it. There is a significant amount of discussion on content development, strategy, and how to best represent vast concepts and information. As I’ve been trying to pick a thesis concept direction, or rather narrow it down and figure out why I am possibly choosing this direction, I think the reason I’m so inclined to lean towards focusing my thesis on data visualization technology is because of the reasons I fell into design in the first place. I am continuously fascinated on how graphic design can compile a strong idea into an instantly affective visual display. The same way that’s possible, I’m fascinated with how micro observations or generative data can be translated into an interface that translates that information into a design portraying an overall idea about that particular data that can only be understood on that platform.

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Final Project: Major Studio Interactive – IAC Screen Project

May 7, 2008

Please refer to my group’s blog for all project documentation

http://soundinterface.blogspot.com/

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First Year of Grad School: Check.

May 7, 2008

On Tuesday, May 13th I will officially be finished with my first and last first year of graduate school! I made it through with few tears, lots of sweat, and a breadth of new knowledge under my belt. All in all it was pretty damn amazing I suppose (because, for example, last year at this time I had no idea what PHP was or that it even existed – yes, frightening) …as long as next year goes okay, too.

I’ll be spending the summer down in the dirty south of the ATL, interning at a company called Macquarium Intelligent Communications which is a web/internet company focusing on online solutions, strategy, technology, and user experience design. I’m very excited about this venture and hope to get more hands-on design experience, and just suppress my past dry, overly corporate work experiences and learn about what it’s like to work in an innovative environment.

I’ll be posting my summer thesis research, writings, prototypes, etc either here or on my up-and-coming new Parsons D&T site starting June 1st. Stay tuned, per usual.

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Major Studio Interactive – Reading Response

January 29, 2008

Response to Donald Norman’s Why We Love (or Hate) Everyday Things:

norman reading response

Full text:

Donald Norman’s chapter on Why We Love (or Hate) Everyday Things really provides a thorough way of explaining why we use various products in our lives through relatable examples and descriptions. Beginning the chapter by referring to the commercial water bottle as an example of successful design that accomplishes visceral, behavioral, and reflective levels of design set up the platform for the familiar qualities that each level encompasses. I have definitely observed the artistic packaging that many brands of water have, and have been enticed to buy a more expensive brand over another just to experience drinking from a bottle that feels and looks special, thus, appealing to the visceral level. I have held onto the bottle or other items like it, such as a bag or gift box from an expensive boutique because it triggered the reflective level of the design – I wanted to be reminded of the purchase or gift through the experience that the packaging gave. Although I could understand how a good design needs to accomplish these levels based on successful designs for which I have interacted, I was unaware of the specifics that each level targets.
Read the rest of this entry ?

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Interface Reading Responses

December 21, 2007

Throughout the semester, we have completed several readings that are a basis for many in-class discussions and writing responses. Below are some of my responses. These were completed fairly quickly, in 5-10 minutes, so please disregard any grammatical or structural errors. Thanks and enjoy!

September 7, 2007

Reading: Value Fictions (I think!)

What I found to be most compelling about this reading was that it explored common instances of using representation that were seemingly obvious, and then explained why certain forms of representation are used to explain specific issues. It was interesting to learn how the human mind has limits when it comes to calculating an occurrence and that simplification is not a rudimentary way of explaining an experience, idea, or information by rather the best way for our brains to process the information and thus come up with new realizations based on the visualization of the data. Towards the second half of the reading, it was interesting to learn about why certain forms of data representation work better to fulfill a task than others. In the airline example, I found it interesting that to the average person, the official airline guide is not nearly the most efficient way to represent data for us to process. The reformatted chart of columns is significantly better, but the final reformatted example of the labeled lines of different lengths allows you to think less about the problem being solved. The shaded map example way also compelling to me in that there is a certain degree of liberty given to representing symbols or objects, but they still have to coordinate with what is natural about what is being presented. The first shaded map was significantly more complicated to understand than the second example since the shading that was matched with the percentage ranges did not make sense to how we see a natural occurrence, such as varying levels of radon. Overall, I think that this reading was meant to show us why we use representation to minimize the amount of complex thinking we do to complete a task or obtain an understanding of an explanation. It shows how most if not all things (objects, symbols, etc) in our society are binary, in that they represent something and serve as a supporting tool to fulfill a particular task.

September 11, 2007

[I can't find the actual title of this reading assignment right now, but the subject matter had to do with exploring the relationship between humans and the interactive experience of a conceptual product]

Based on the last paragraph in chapter 1, the book does a good job of breaking down the relationship between humans and the interactive experience of a conceptual product. I found the statement on page 23 “…are conventional notions of user-friendliness compatible with aesthetic experience” to be quite intriguing in that user-friendliness should probably be reflected or expressed through aesthetics of an electronic object. Most industrial designers creating products for problem-solving or everyday life enhancement have been more concerned with the ease of functionality rather then expressing the role of an object through aesthetics. Although products are created to show what they do or how they perform, which limits the user’s ability to interpret the connection between the electronic object and the designer. As a user, we are only concerned with using the object for how it benefits our lives, and fail to question how it works and why. Another point that I found interesting in the reading was found on page 30 under Transparency where Dunne states that “most designs for interfaces with electronic products draw on familiar images, and cliches rather then stretching design language. Nothing is what it appears, but simply an allusion to something we are already familiar with.” All electronic products designed for human interaction are developed over time through many iterations of that particular product but usually always maintains a similar overall appearance to the original design. I find that in most cases, it’s necessary for a product to not stretch too far beyond the limits of design because users want to experience what is familiar to them about the product, but at an enhanced level. Otherwise, people would question the products functionality and how it would fit into their lives if it stretched too far beyond its original design. Because of this, I do agree that user-friendliness and comfort with a machine definitely go hand-in-hand.

September 20, 2007

Question: “Aesthetically controlled interaction” or “aesthetics of interaction”? What is it?

Aesthetically controlled interaction defines how a user responds to the design of an object, thus, what they do with the objects characteristics. This theory is clearly exemplified in the reading’s explanation of how a group responded to the relabeled toy gun. When the gun was labeled as an appointment planner, everyone interacted to the physical aesthetics of the gun as if they conveyed the purpose of a day planner. The aesthetic characteristics were perceived differently than they original gun label, and the user’s interacted to the aesthetics based on the gun’s new purpose. In aesthetically controlled interactions, user’s are going to interact with an objects aesthetics to get an experience incorporating all aspects of this object’s characteristics in order to have a full experience with it. Aesthetics lead the user to have a rich experience with the object and its purpose. The aesthetics should raise emotions in the user, aiding the interaction to its full potential Some aesthetics are created solely for a particular genre of users which leads the aesthetics to have an even more defined purpose in the user’s interaction.

October 14, 2007

Question: What from the audio “Ten Faces of Innovation” [audio] was useful when making observations?

Download Ten_Faces.mp3

This audio recording was really useful in helping me make my observations in a public space. The author at the beginning of the recording said to observe with a beginner’s mind and look past the obvious to observe, empathetize, and leave ot any previously held judgements. Keeping this in mind while doing my public observation in a neighborhood coffee shop really allowed me to fully digest what was going on around me, and keep me from completely interacting with the environment I was in. I was able to draw on my instincts of what I thought was going on in that environment and find what was intrinsicly rewarding about it, as encouraged by Tom Kelly. When the audio said to work like a novelist, this definitely helped me to literally put my observations into words and spell out my observations which started to flow like a book would describe a setting in the beginning of the story. The audio also stated a few other things to keep in mind while observing a public space that provided to be useful. Finding practical observations, a field that commands my interest, watching people and anticipating their needs, and looking at people that are a little different from me all guided me in being able to have an almost out-of-body observation experience while in my chosen public space. I didn’t sit and search earnestly or over-reach to try to find an interesting observation, but rather I just noticed details about what was going on around me and between the people surrounding me and started to notice particular patterns of behavior. Had I not listened to Tom Kelly’s audio before completing this assignment, I would not have known how to best observe this public space without using preconceived judgements or expectations which I found to be the most important ideals to be left out during this exercise.

October 16, 2007

Question: What do prototypes prototype? [from reading: "What do Prototypes Prototype" by Stephanie Houde and Charles Hill]

What is a role prototype?

A role prototype is made solely to show what that particular prototype (or artifact) might do for the user. It pays little attention to look and feel, but describes how it will function.

What is a look and feel prototype?

A prototype that focuses on look and feel explores what the artifact being prototyped will be like to interact with, and how it’s purpose will be visually displayed.

What is an integration prototype?

An integration prototype represents the overall and complete experience that users will have when interacting with the artifact. It includes look and feel and implementation, and guide the designer to see what needs to be improved and what constraints may be holding back the complete success of the design.

What is an implementation prototype?

These prototypes demonstrate the technical specifications that answer questions as to how the artifact will or might work. Look and feel is not defined in these iterations, and the main aspect to explore is how the artifact may function with the technology necessary for it to work.

[this reading has provided to be quite useful in guiding me through prototyping my final project...stay tuned!]

November 8, 2007

Question: What interesting and non-obvious things did you learn or like from the audio:

Gold From Thin Air: The Economy of Virtual Worlds
http://itc.conversationsnetwork.org/shows/detail772.html

Ivan Marovic
Breakaway Games, Co-Founder Otpor
http://itc.conversationsnetwork.org/shows/detail773.html

Steven Berlin Johnson
Author, “Everything Bad Is Good for You”
http://itc.conversationsnetwork.org/shows/detail774.html

I actually had no idea that the Sims was not made specifically for gamers but rather for none gamers, as stated in Steven Berlin Johnson’s talk. It’s always appealed to me (more than say, Grand Theft Auto) since it seemed more of a video game that I would enjoy due to it’s implementation of strategy tactics that are very applicable to the real world. I also thought that Johnson’s game process analysis and breakdown was interesting in that to play a game, the players first learn the rules, develops strategies and constantly makes decisions based on feedback. Although this makes perfect sense, these processes are subconscious to the player and anyone viewing the player involved with the game. I thought that Ivan Marovic’s game, “A Force More Powerful” is an interesting example of games mimicking reality in a political context involving human nature. Hearing how this game started from a student activist group and emerged to be more widespread shows that we should constantly be looking towards real, everyday scenarios in societies as the basis for creating more games that will help instigate change in a particular society. This along with Edward Castranova’s talk on the economy of gaming was really profound in proving that there is a true culture and society created by video games (or any virtual games) that continues to grow and thrive with the emergence of new players and games.

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Major Studio: Interface – Final Project

December 21, 2007

Exposing the Influence and Culture of Online News Through Data Visualization

Abstract:

My final project for Major Studio: Interface is an online news aggregator widget service that graphically visualizes the supply and demand of news through a feed that generates top news from the largest news organizations of the Associated Press and Reuters, and a feed that generates from major online tabloids to comparatively show the activity of these two feeds that heavily generate popular news. The goal of this project is to visually show the activity between what news is being read the most online and what news it being generated the most prolifically online through a programmed widget that sits on a computer desktop and serves to tell the user this information without opening a web browser and searching the web.
It is not made to open the debate on what is newsworthy, but to visually measure the activity of these two feeds and show what people are turning to as news at any given moment.

Click to download Word doc of my final paper


final