Thursday, 1 October 2015

Dissertation Research

http://www.fastcompany.com/3050130/20-lessons-of-design

http://www.fastcompany.com/1815756/why-user-experience-critical-customer-relationships

https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/user-experience-and-experience-design

http://www.xerago.com/blog/2013/12/why-great-ux-is-non-negotiable-in-digital-marketing/

http://www.fastcompany.com/1815756/why-user-experience-critical-customer-relationships

http://uxmyths.com

http://uxmyths.com/post/1533970267/myth-27-ux-design-is-about-usability

Tuesday, 29 September 2015

Context: YOU!

Explain who you are, your values, your identity, your purpose...in terms of who

you are as you, a person not who you are in terms of graphic design.

This is telling, not selling.

Task one: Know who you are

Task two: Communicate it

You should use this opportunity to showcase you.

Once you know what you want to say, impress us with how you say, show and

present it. Use your creative skills to communicate what you want to say; from

poetry to a poster any medium is appropriate.

Your story is of course a work in progress, it’s still being written. Focus on your

journey to date, a suggestion perhaps of what’s to come.


MY RESPONSE 

As I wanted to reflect my digital interest, I created a digital response. I started by stating who I am, and then lead into a digital list which summarises my pass times when designing gets too much... In simple terms, this is a list that keeps me sane.

Below is my video response. This brief was a day brief so I needed to structure my time when producing this video, and make sure I wasn't implementing too complex designs.




Thursday, 24 September 2015

Ten Slide Presentation

1. Hello.

2. Who am I?

I am a digital based designer. Interested in the production of websites, apps and other digital experiments for online presence.

3. PPP

As I worked with print based methods last year, I intend to create more digital presence to represent my style of design. I intend to rebrand myself and create some sort of digital portfolio that will be sent to studios which will allow them to access my portfolio in a different method.

4. Extended Practice

10 Briefs.

5. Cop Dissertation

UX and UXD. What makes a successful website.

Practical?

6.

7.

8.

9.


10. BYE

Tuesday, 22 September 2015

The relationship between good User experience and the success of a business.

Introduction…

What is user experience? brief introduction into web usage and the different types of UX then a brief introduction into the importance of web usability. the use of US and UXD and how they work together.

Chapter 1… 

Define user experience. Inform and evaluate the extent of user experience.
Discuss the user and how a user needs differs creating a different experience.

Sources and Quotes…

Chapter 2… 

Methods of UXD and the role of a designer.
Role of the designer and how traditional design methodologies can assist in modern practice.

Sources and Quotes…

Chapter 3… 

Focus on popular apps, websites and interfaces. Give real life examples and case studies into these areas to illustrate how UX has improved a business.

Sources and Quotes…

UBER
APPLE
DROPBOX

Conclusion...

Advances in UX?
Further Improvements?
Future?

Practical Production

App/Website/Interface that picks up on various aspects of UXD and create a system that works for all types of users and can be easily changed, and fitted to suite the user.

Picks up on trends, various changes to the user interface and informs to create an new hybrid interface.

Monday, 21 September 2015

Dissertation

http://mikefarrow.co.uk/work/dissertation

http://www.nngroup.com/articles/?page=1

http://old.sigchi.org/cdg/cdg2.html#2_3_3

Possible Questions… 

The relationship between good User experience and the success of a business. 

I will be exploring the way user experience impacts the effect of a business. Keeping the customer happy, following the experience and producing a fulfilled experience. 

I will need to break my dissertation into different chapters 

1 - User experience, the growth and expansion of user interface though history, and the knowledge that has been gained through these technological advances

2-  Techniques?? 

3-  Examples..  Uber, Apple

Guided mastery.

In 1969, Albert Bandura, the most-cited psychologist alive today, used a technique he later called “guided mastery” to help people overcome their snake phobia. In his experiments, subjects would receive treatment combining “graduated live modeling with guided participation.”

First, they’d watch for 15 minutes through a 1-way mirror as the experimenter interacted with a snake. Then, after the snake was back in its glass cage, the subject might enter the room and sit on a chair at varying distances from the cage. Gradually, the experimenter would model more and more interactions and help the subject follow along.

It was the subject who set the pace of progress, based on their apprehensiveness. And it worked. More than any other methods Bandura tested, guided mastery was the most effective, produced the most sustainable change, and produced benefits that went beyond curing the subject’s fear of snakes.


“Having successfully eliminated a phobia that had plagued them for most of their lives, a number of subjects reported increased confidence that they could cope effectively with other fear-provoking events. As one subject explained it, ‘My success in gradually overcoming this fear of snakes has contributed to a greater feeling of confidence generally in my abilities to overcome any other problem which may arise. I have more faith in myself.’”

What Bandura witnessed, and what he went on to study for the next 40+ years, was a strengthening in self-efficacy, “the extent or strength of one’s belief in one’s own ability to complete tasks and reach goals.”

Self efficacy theory

Self-efficacy refers to an individual's belief in his or her capacity to execute behaviors necessary to produce specific performance attainments (Bandura, 1977, 1986, 1997). Self-efficacy reflects confidence in the ability to exert control over one's own motivation, behavior, and social environment. These cognitive self-evaluations influence all manner of human experience, including the goals for which people strive, the amount of energy expended toward goal achievement, and likelihood of attaining particular levels of behavioral performance. Unlike traditional psychological constructs, self-efficacy beliefs are hypothesized to vary depending on the domain of functioning and circumstances surrounding the occurrence of behavior.


I will be exploring many areas of user interface design. I will be looking at how the interface has developed and advanced alongside the developing technologies into the various aspects that have complimented over the years; exploring how they have been forced to change and adapt to suit these new improvements to technologies, and how interfaces and interaction methods have shaped technology itself, Then expanding on the importance of good user interface design to produce an effective user experience when using the technology.

This research will be structured around Gordon Moore's law of increasing technological development, which describes how technology advances year-on-year. I will also be drawing heavily on The Art of Human-Computer Interaction Design: a collection of articles edited by Brenda Laurel, which covers various aspects of user interface and interaction design, from the people that design them, to the people who analyse them.

PLAN 

Introduction.

Chapter 1 - User Interface History.

Chapter 2 - Advances in technology.

Chapter 3 - The importance of good user interfaces.

Chapter 4 - User experience and the use of technology.

Conclusion.


Research 

http://www.nngroup.com/articles/social-proof-ux/

People are guided by other people’s behavior, so we can represent the actions, beliefs, and advice of the crowd in a design to influence users.

http://www.nngroup.com/articles/roots-minimalism-web-design/

Many of today’s most popular design trends are influenced by minimalism. This web design movement began in the early 2000s, but borrows its philosophy from earlier movements in the fields of fine art and human–computer interaction.

http://www.nngroup.com/articles/too-fast-ux/

Users might overlook things that change too fast—and even when they do notice, changeable screen elements are harder to understand in a limited timeframe.

http://www.nngroup.com/articles/usability-101-introduction-to-usability/

How to define usability? How, when, and where to improve it? Why should you care? Overview defines key usability concepts and answers basic questions.

https://www.youtube.com/watch?v=i_bNWa70oyY

https://www.youtube.com/watch?v=ewpz2gR_oJQ

Saturday, 19 September 2015

Thursday, 21 May 2015

EVALUATION

During this module I found myself confused and unorganised when producing the research. I found it difficult to find a specific point to research. After compiling my research about photo manipulation I started to enjoy the developmental process of completing a publication. As I have often worked away from publications I believe this was an experimental process into the production of publications as I wanted to progress my skills and understand what steps need to be in order for a publication to work and what design decisions need to be made.

I found my research worked nicely with the publication and the content of my research ended up being the main focal point within my designs. I looked into the photo manipulation of imagery then applied this new research that I have discovered and made me understand that the public need to see this information, they need to be aware of the denial and trust that is being broken with these generated images. I picked a few genres that my publication will look into to provide scope and knowledge over a few types of manipulations.

One aspect I would like to work on for future modules would be the experimental process with my publications, I want to produce work that experiments and produces exciting new compositions that work and make readers want to keep and look after my work. I haven't produced enough publications on the course so my intentions are to work with a range of outcomes for briefs and make sure that my concept and idea is being pushed and developed the best it can. This will only be achieved with experimenting, and understanding the tricks and process it takes to produce these outcomes.

I also want to work on my layout and production of layout within a publication. I found it difficult to get effective aesthetic layouts and I believe developing on this and making sure I research further into unique and experimental layouts will promote my designs and fit with my style.

I have realised that I like to produce strange, yet clean work that entice people in and to look further into the design yet all aspects of the design become legible and readable. Producing interesting work that people are happy to read and look into, but having a strange and unique aesthetic that they haven't seen before.

Another aspect I want to look into is the time keeping and organisation. I want to make sure that I have an organized work process and my design decisions are accurate and relevant to the development and progression of my work. I want to refine an organised time plan that I will apply to briefs, and work in a structured routine to complete my briefs. I believe this module has put me in the right mindset for third year and has motivated me to question my work process and understand aspects that need to improve and aspects that aren't working.