This document discusses how psychology can be used by UX designers. It covers cognitive psychology, social psychology, and the three areas of the brain - the reptilian brain which governs basic functions, the middle brain which handles emotions, and the new brain which enables higher cognitive functions. It also discusses how fast and slow thinking work and how principles like visual perception, motivation, decision making, and expectations impact user experience. The document provides recommendations for applying concepts like visibility, grouping, color contrast, capitalization, images, engagement, and load times to design.
The document summarizes a student's final year project presentation on visual illusions and how people's perceptions can be manipulated by what they see. The project aims to show users that their interpretations of images can change depending on viewing distance or perspective. It involves projecting video onto a mannequin that will appear to change from a woman to a man, demonstrating how makeup can transform appearances. Users will trigger the video by walking towards the mannequin, and an audio message will play afterward to further explain the concept that what you see is not always what you get.
The document discusses principles of user experience (UX) design from a psychological perspective. It introduces concepts like motivation, cognition, emotion, behavior, and consistency as frameworks for understanding how people think and interact with systems. The document advocates applying insights from fields like behavioral psychology to craft better user experiences and generate ideas by understanding common human capabilities, limitations, and biases.
Nailing it!
How can others better understandour ideas and concepts?
Our session was about how to best communicate and present ideas, such as wireframes, designs or even research insights. We decided to work with a practical activity to freshen up everyone's experience of having to convincingly present something.
The UX campers had to sit in pairs, back to back, and each pair got a different photograph. One had to describe the photo and the other had to sketch it, without having seen it of course.
Participants became very engaged in the activity. The moment of truth came afterwards when they compared their scribbles with the actual photographs.
As you can see on the three examples, results varied from super accurate to very abstract representations. They differed to the original image e.g. in perspective, proportion or relation of objects.
In the discussion afterwards we collected important techniques that supported getting the image across. We always related the insights to our work in UX.
We agreed on the following key strategies:
Start with setting up the right context for your ideas or insights. Why are you presenting? What does it relate to?
Before going into detail give a short overall summary then present the bits and pieces in the right order according to their relevancy. Use the technique of progressive disclosure.
Do not forget to present the little facts that seem obvious to you but could be unknown to others. Avoid the curse of knowledge.
Don't just present the facts but also think about how to connect to your listeners emotionally.
Thanks again for the lively discussion!
UX Camp Europe Berlin, 7.6.–8.6.2014
Bubbl.Us is a free online mind mapping tool that allows for collaborative brainstorming and sharing of ideas. It helps capture "light bulb" moments through creating colorful mind maps using graphics like balloons connected by lines to extend ideas with text and colors. To use it, one simply opens bubbl.us in their browser and can begin brainstorming and structuring their ideas in a clear visual format.
9 elements to consider in creating Lean VisualsTom Curtis
The document provides questions to consider when creating effective visuals based on 9 elements: position, size, shape, message, meaning, context, color, contrast, and clarity. It suggests considering where the visual will be posted, its size, what shape and colors to use, the intended message and meaning, the context in which it will be viewed, the contrast with its surroundings, and whether it achieves clarity. The goal is to design visuals that clearly convey their intended message and drive the desired action through thoughtful consideration of these nine elements.
This document discusses how mind mapping can help increase productivity, especially for CPAs. It introduces mind mapping and the MindManager software. Mind mapping allows you to visually organize information and see connections. It engages both sides of the brain for better comprehension, creativity and problem solving. The document demonstrates how CPAs can use mind mapping templates in MindManager to synthesize information, manage processes like audits, communicate effectively, and demonstrate competence.
This document discusses how psychology can be used by UX designers. It covers cognitive psychology, social psychology, and the three areas of the brain - the reptilian brain which governs basic functions, the middle brain which handles emotions, and the new brain which enables higher cognitive functions. It also discusses how fast and slow thinking work and how principles like visual perception, motivation, decision making, and expectations impact user experience. The document provides recommendations for applying concepts like visibility, grouping, color contrast, capitalization, images, engagement, and load times to design.
The document summarizes a student's final year project presentation on visual illusions and how people's perceptions can be manipulated by what they see. The project aims to show users that their interpretations of images can change depending on viewing distance or perspective. It involves projecting video onto a mannequin that will appear to change from a woman to a man, demonstrating how makeup can transform appearances. Users will trigger the video by walking towards the mannequin, and an audio message will play afterward to further explain the concept that what you see is not always what you get.
The document discusses principles of user experience (UX) design from a psychological perspective. It introduces concepts like motivation, cognition, emotion, behavior, and consistency as frameworks for understanding how people think and interact with systems. The document advocates applying insights from fields like behavioral psychology to craft better user experiences and generate ideas by understanding common human capabilities, limitations, and biases.
Nailing it!
How can others better understandour ideas and concepts?
Our session was about how to best communicate and present ideas, such as wireframes, designs or even research insights. We decided to work with a practical activity to freshen up everyone's experience of having to convincingly present something.
The UX campers had to sit in pairs, back to back, and each pair got a different photograph. One had to describe the photo and the other had to sketch it, without having seen it of course.
Participants became very engaged in the activity. The moment of truth came afterwards when they compared their scribbles with the actual photographs.
As you can see on the three examples, results varied from super accurate to very abstract representations. They differed to the original image e.g. in perspective, proportion or relation of objects.
In the discussion afterwards we collected important techniques that supported getting the image across. We always related the insights to our work in UX.
We agreed on the following key strategies:
Start with setting up the right context for your ideas or insights. Why are you presenting? What does it relate to?
Before going into detail give a short overall summary then present the bits and pieces in the right order according to their relevancy. Use the technique of progressive disclosure.
Do not forget to present the little facts that seem obvious to you but could be unknown to others. Avoid the curse of knowledge.
Don't just present the facts but also think about how to connect to your listeners emotionally.
Thanks again for the lively discussion!
UX Camp Europe Berlin, 7.6.–8.6.2014
Bubbl.Us is a free online mind mapping tool that allows for collaborative brainstorming and sharing of ideas. It helps capture "light bulb" moments through creating colorful mind maps using graphics like balloons connected by lines to extend ideas with text and colors. To use it, one simply opens bubbl.us in their browser and can begin brainstorming and structuring their ideas in a clear visual format.
9 elements to consider in creating Lean VisualsTom Curtis
The document provides questions to consider when creating effective visuals based on 9 elements: position, size, shape, message, meaning, context, color, contrast, and clarity. It suggests considering where the visual will be posted, its size, what shape and colors to use, the intended message and meaning, the context in which it will be viewed, the contrast with its surroundings, and whether it achieves clarity. The goal is to design visuals that clearly convey their intended message and drive the desired action through thoughtful consideration of these nine elements.
This document discusses how mind mapping can help increase productivity, especially for CPAs. It introduces mind mapping and the MindManager software. Mind mapping allows you to visually organize information and see connections. It engages both sides of the brain for better comprehension, creativity and problem solving. The document demonstrates how CPAs can use mind mapping templates in MindManager to synthesize information, manage processes like audits, communicate effectively, and demonstrate competence.
We Don't Watch the Internet, We Live in ItDave Hogue
We live in a multi-screen world and spend much of our time with our various devices. How do we use our devices, and how do we design for different goals and behaviors?
Mind maps are a visual thinking tool that organize information in a radial, graphical manner to aid in brainstorming, note-taking, planning, and summarizing. They utilize colors, images, and branches connected to a central concept to engage both sides of the brain. Benefits include improved information recall, flexibility to add new ideas, and easier identification of relationships between concepts. The document provides instructions on constructing mind maps according to basic principles and recommends additional resources on the topic such as books, blogs, videos and key figures in the field of mind mapping.
Over the last few years, Mihaly Csikszentmihalyi’s concept of flow has become a popular topic within design circles. Many designers and information architects now view the psychological state of flow as a desirable goal for the end users of the products and interfaces they create. User experience professionals now have a clear target around which to center their design efforts.
Although the characteristics of the flow experience are well defined in psychological circles, there are a number of questions that have not been addressed with regard to this psychological state.
• How do users’ emotional states affect the creation of flow?
• What are the differences between novice and experienced users when it come
to creating flow?
• How do differences in the goals (i.e. experiential vs. goal directed) of users affect the creation of flow?
This presentation will explore the role of emotions in determining the creation of flow. This includes the role that emotional states play in affecting how we focus attention, learn, process and use information.
The creation of flow is ultimately determined by a combination of our individual skill levels, the challenge provided by the task at hand, and the level of motivation we have to complete that task.
Understanding how to enhance users’ experiences by creating flow states allows us to tailor the design of products, websites and software to different user groups with different levels of skill. This is important because products that can elicit flow tend to create higher levels of loyalty amongst users.
Viewers will learn about the underlying causes, characteristics and consequences of flow. They will also learn how flow is related to emotional design, and how to take user goals into consideration when designing for flow.
The document discusses mind mapping and provides instructions on how to create a mind map. It explains that mind mapping involves radiating ideas from a central concept in a nonlinear visual structure that mirrors the way the brain associates information. The document emphasizes that mind mapping improves memory, generates more creative ideas efficiently compared to linear notes, and leverages the brain's natural associative thinking. It provides guidelines for constructing a basic mind map, such as starting with a central image or keyword, radiating branches of related ideas, and adding subtopics without restrictions.
Mind Mapping: What is it? by MindProjectPablo Mariani
Mind mapping is a graphic technique developed by Tony Buzan to organize ideas and concepts generated by both hemispheres of the brain in a radial, graphical format. It represents ideas as a central concept with associated thoughts branching out, allowing for creativity and organization. Mind maps can be used to take notes, solve problems, plan projects, and get the most out of the brain's computing power by allowing free association between concepts. An example mind map shows how to take the technique to visualize an individual's online identity across various social media platforms.
The culminating activity for this unit is worth 20% of the student's final mark and has two parts: 1) A 2-3 page typed report researching and providing key biographical and stylistic information about an artist from an approved list, including a critique of one artwork. 2) An original artwork created using materials studied in class that imitates the researched artist's style, for which sketches must be submitted and approved. Both parts will be evaluated on creativity, technique, and composition.
The document discusses the concept of digital professionalism and how it relates to teaching medical students and staff. It notes that digital spaces blur personal and professional identities online and that there is a need to manage disclosure and understand issues like copyright. It suggests digital professionalism should be made explicit in curriculums and outlines seven principles of digital professionalism, such as establishing an online presence that represents your responsibilities and using privacy controls. Tools and guidance are provided to help teach digital literacy and manage risks.
Digital storytelling can be used to promote understanding in the classroom by having students create digital stories using media like video, sound, and images. The document provides examples of how digital storytelling aligns with state technology standards and 21st century skills. It also lists many websites that provide resources and examples of digital stories.
The document provides guidelines for qualifying student artwork for a regional art competition. It outlines specifications for 2D and 3D artwork, such as size limits and framing rules. It also discusses verifying that artwork meets originality standards, ensuring proper documentation is completed correctly, and measuring artwork to check it meets size requirements. Qualifiers are instructed to refer issues to the Qualification Foreman to discuss in private with teachers.
This chapter discusses the use of imagery in publication design. Photographs are used when recognition, realism or appetite appeal are important, while illustrations can add expression. Cropping photographs emphasizes certain parts and outlining isolates subjects. Children's book illustrations reinforce story understanding. Stock agencies, commissioned works, found images and public domain works provide imagery sources. Consistent imagery helps unify publications, while charts and graphs visually represent data.
The document discusses how the Common Core State Standards can help develop students' global competence. It outlines four domains of global competence: investigating the world, recognizing perspectives, communicating ideas, and taking action. For each domain, it provides examples of how the English Language Arts and Math standards address that domain. The standards emphasize skills like research, analysis, argumentation, collaboration, and problem-solving that allow students to understand global issues and take informed action in the world. The overall goal is to prepare students for global engagement and citizenship through a globally-focused, competency-based approach integrated throughout the Common Core curriculum.
The document outlines the design process which includes technology practice, empowerment practice, and using tools like SWOT analysis. It discusses:
1) Technology practice involves investigation, ideation, production, and evaluation to meet design challenges.
2) Empowerment practice is used to create change and promote wellbeing through collecting information, setting goals, and taking action.
3) A SWOT analysis determines strengths, weaknesses, opportunities, and threats when analyzing ideas.
4) Maintaining a process journal is important to document ideas, research, challenges, and reflect on progress.
Help, I’m lost in creativity! - 9 tips for managing creativityLars Crama
9 ways to increase your team's creative performance in a map for managing creativity. Includes a printable "subway map" poster with steps and pointers for each dimension.
The document provides guidelines for the proper storage, handling, display, and care of original artworks. It emphasizes that each artwork is unique and irreplaceable, and should be treated with the utmost care and respect. Specific recommendations are given for different media, such as storing paintings upright, handling sculptures and pottery on padded surfaces, protecting prints from light and stacking, and avoiding folds in textiles. Proper temperature, humidity, and security controls are also advised to prevent damage over time.
Copyright, licenses, public domain, open sources, attribution and citationSoledad de Noriega
Copyright provides creators exclusive rights over their original works, usually for a limited time. It protects the right to copy, distribute, and adapt works. Moral rights protect attribution and integrity of works. Works in the public domain are not protected by copyright and can be freely used. Creative Commons licenses provide simple options for authors to share works while retaining some rights. Proper citation and attribution are important for referencing sources and avoiding plagiarism.
art2trade4 is a new online platform for artists to exhibit and sell their artwork. Artists can choose artwork to feature prominently on the homepage and social media to attract buyers. This will help artists improve visibility and exposure. Buyers benefit from the convenience of shopping from home and controlling transactions. The platform aims to facilitate easy browsing of galleries and to create opportunities for buyers and sellers to connect.
This document outlines technology integration standards for K-12 education across various grade levels. It focuses on using digital tools to produce writing individually and collaboratively, asking and answering questions about texts, using text features to locate information, integrating multimedia like graphics and sound into presentations, conducting research using digital sources, and using technology to publish writing. The standards emphasize technology skills that improve over the grade levels, from basic keyboarding to advanced searches and use of multimedia.
Scott Hull Associates is a company with over 25 years of experience that provides original artwork created by their roster of 22 artists. They emphasize the importance of originality, collaboration, and achieving results for clients through custom illustrations that effectively communicate clients' desired messages and stories. The document provides several case studies demonstrating how Scott Hull Associates' artists have partnered with various clients across industries to create original artwork that increased awareness, changed perceptions, and achieved measurable responses and results for the clients.
This document discusses how to create and modify symbols and symbol instances in Illustrator. It covers how to:
- Create symbols from artwork and place symbol instances on the artboard. Symbol instances are linked to their symbol.
- Modify symbols and symbol instances by transforming, applying effects, or editing the symbol definition to update all instances.
- Create symbol instance sets using the Symbol Sprayer tool to quickly place multiple instances. Instance sets can contain mixed symbols.
- Modify symbol instance sets using symbolism tools to affect attributes of all instances within the set randomly.
The document summarizes copyright law and fair use guidelines for educational multimedia projects. It defines copyright as the exclusive right to reproduce or copy an original work. For works created after 1978, copyright lasts for the author's life plus 70 years. The fair use doctrine allows use of copyrighted works for nonprofit educational purposes under certain conditions, such as using a small portion and not harming the original work's market. Specific fair use guidelines were created for educational multimedia, limiting the amount and type of copyrighted content that can be used without permission.
The document discusses lighting techniques used in film and photography. It defines key lighting and fill lighting as the primary light sources, with key light providing the brightest illumination and fill light softening shadows. It also defines hard lighting as creating defined shadows versus soft lighting creating diffuse illumination. High-key lighting uses fill light and backlight to create low contrast, while low-key or chiaroscuro lighting creates high contrasts between light and dark areas, often used for mysterious or threatening scenes. The document provides descriptors for different skill levels in understanding how lighting constructs representation.
We Don't Watch the Internet, We Live in ItDave Hogue
We live in a multi-screen world and spend much of our time with our various devices. How do we use our devices, and how do we design for different goals and behaviors?
Mind maps are a visual thinking tool that organize information in a radial, graphical manner to aid in brainstorming, note-taking, planning, and summarizing. They utilize colors, images, and branches connected to a central concept to engage both sides of the brain. Benefits include improved information recall, flexibility to add new ideas, and easier identification of relationships between concepts. The document provides instructions on constructing mind maps according to basic principles and recommends additional resources on the topic such as books, blogs, videos and key figures in the field of mind mapping.
Over the last few years, Mihaly Csikszentmihalyi’s concept of flow has become a popular topic within design circles. Many designers and information architects now view the psychological state of flow as a desirable goal for the end users of the products and interfaces they create. User experience professionals now have a clear target around which to center their design efforts.
Although the characteristics of the flow experience are well defined in psychological circles, there are a number of questions that have not been addressed with regard to this psychological state.
• How do users’ emotional states affect the creation of flow?
• What are the differences between novice and experienced users when it come
to creating flow?
• How do differences in the goals (i.e. experiential vs. goal directed) of users affect the creation of flow?
This presentation will explore the role of emotions in determining the creation of flow. This includes the role that emotional states play in affecting how we focus attention, learn, process and use information.
The creation of flow is ultimately determined by a combination of our individual skill levels, the challenge provided by the task at hand, and the level of motivation we have to complete that task.
Understanding how to enhance users’ experiences by creating flow states allows us to tailor the design of products, websites and software to different user groups with different levels of skill. This is important because products that can elicit flow tend to create higher levels of loyalty amongst users.
Viewers will learn about the underlying causes, characteristics and consequences of flow. They will also learn how flow is related to emotional design, and how to take user goals into consideration when designing for flow.
The document discusses mind mapping and provides instructions on how to create a mind map. It explains that mind mapping involves radiating ideas from a central concept in a nonlinear visual structure that mirrors the way the brain associates information. The document emphasizes that mind mapping improves memory, generates more creative ideas efficiently compared to linear notes, and leverages the brain's natural associative thinking. It provides guidelines for constructing a basic mind map, such as starting with a central image or keyword, radiating branches of related ideas, and adding subtopics without restrictions.
Mind Mapping: What is it? by MindProjectPablo Mariani
Mind mapping is a graphic technique developed by Tony Buzan to organize ideas and concepts generated by both hemispheres of the brain in a radial, graphical format. It represents ideas as a central concept with associated thoughts branching out, allowing for creativity and organization. Mind maps can be used to take notes, solve problems, plan projects, and get the most out of the brain's computing power by allowing free association between concepts. An example mind map shows how to take the technique to visualize an individual's online identity across various social media platforms.
The culminating activity for this unit is worth 20% of the student's final mark and has two parts: 1) A 2-3 page typed report researching and providing key biographical and stylistic information about an artist from an approved list, including a critique of one artwork. 2) An original artwork created using materials studied in class that imitates the researched artist's style, for which sketches must be submitted and approved. Both parts will be evaluated on creativity, technique, and composition.
The document discusses the concept of digital professionalism and how it relates to teaching medical students and staff. It notes that digital spaces blur personal and professional identities online and that there is a need to manage disclosure and understand issues like copyright. It suggests digital professionalism should be made explicit in curriculums and outlines seven principles of digital professionalism, such as establishing an online presence that represents your responsibilities and using privacy controls. Tools and guidance are provided to help teach digital literacy and manage risks.
Digital storytelling can be used to promote understanding in the classroom by having students create digital stories using media like video, sound, and images. The document provides examples of how digital storytelling aligns with state technology standards and 21st century skills. It also lists many websites that provide resources and examples of digital stories.
The document provides guidelines for qualifying student artwork for a regional art competition. It outlines specifications for 2D and 3D artwork, such as size limits and framing rules. It also discusses verifying that artwork meets originality standards, ensuring proper documentation is completed correctly, and measuring artwork to check it meets size requirements. Qualifiers are instructed to refer issues to the Qualification Foreman to discuss in private with teachers.
This chapter discusses the use of imagery in publication design. Photographs are used when recognition, realism or appetite appeal are important, while illustrations can add expression. Cropping photographs emphasizes certain parts and outlining isolates subjects. Children's book illustrations reinforce story understanding. Stock agencies, commissioned works, found images and public domain works provide imagery sources. Consistent imagery helps unify publications, while charts and graphs visually represent data.
The document discusses how the Common Core State Standards can help develop students' global competence. It outlines four domains of global competence: investigating the world, recognizing perspectives, communicating ideas, and taking action. For each domain, it provides examples of how the English Language Arts and Math standards address that domain. The standards emphasize skills like research, analysis, argumentation, collaboration, and problem-solving that allow students to understand global issues and take informed action in the world. The overall goal is to prepare students for global engagement and citizenship through a globally-focused, competency-based approach integrated throughout the Common Core curriculum.
The document outlines the design process which includes technology practice, empowerment practice, and using tools like SWOT analysis. It discusses:
1) Technology practice involves investigation, ideation, production, and evaluation to meet design challenges.
2) Empowerment practice is used to create change and promote wellbeing through collecting information, setting goals, and taking action.
3) A SWOT analysis determines strengths, weaknesses, opportunities, and threats when analyzing ideas.
4) Maintaining a process journal is important to document ideas, research, challenges, and reflect on progress.
Help, I’m lost in creativity! - 9 tips for managing creativityLars Crama
9 ways to increase your team's creative performance in a map for managing creativity. Includes a printable "subway map" poster with steps and pointers for each dimension.
The document provides guidelines for the proper storage, handling, display, and care of original artworks. It emphasizes that each artwork is unique and irreplaceable, and should be treated with the utmost care and respect. Specific recommendations are given for different media, such as storing paintings upright, handling sculptures and pottery on padded surfaces, protecting prints from light and stacking, and avoiding folds in textiles. Proper temperature, humidity, and security controls are also advised to prevent damage over time.
Copyright, licenses, public domain, open sources, attribution and citationSoledad de Noriega
Copyright provides creators exclusive rights over their original works, usually for a limited time. It protects the right to copy, distribute, and adapt works. Moral rights protect attribution and integrity of works. Works in the public domain are not protected by copyright and can be freely used. Creative Commons licenses provide simple options for authors to share works while retaining some rights. Proper citation and attribution are important for referencing sources and avoiding plagiarism.
art2trade4 is a new online platform for artists to exhibit and sell their artwork. Artists can choose artwork to feature prominently on the homepage and social media to attract buyers. This will help artists improve visibility and exposure. Buyers benefit from the convenience of shopping from home and controlling transactions. The platform aims to facilitate easy browsing of galleries and to create opportunities for buyers and sellers to connect.
This document outlines technology integration standards for K-12 education across various grade levels. It focuses on using digital tools to produce writing individually and collaboratively, asking and answering questions about texts, using text features to locate information, integrating multimedia like graphics and sound into presentations, conducting research using digital sources, and using technology to publish writing. The standards emphasize technology skills that improve over the grade levels, from basic keyboarding to advanced searches and use of multimedia.
Scott Hull Associates is a company with over 25 years of experience that provides original artwork created by their roster of 22 artists. They emphasize the importance of originality, collaboration, and achieving results for clients through custom illustrations that effectively communicate clients' desired messages and stories. The document provides several case studies demonstrating how Scott Hull Associates' artists have partnered with various clients across industries to create original artwork that increased awareness, changed perceptions, and achieved measurable responses and results for the clients.
This document discusses how to create and modify symbols and symbol instances in Illustrator. It covers how to:
- Create symbols from artwork and place symbol instances on the artboard. Symbol instances are linked to their symbol.
- Modify symbols and symbol instances by transforming, applying effects, or editing the symbol definition to update all instances.
- Create symbol instance sets using the Symbol Sprayer tool to quickly place multiple instances. Instance sets can contain mixed symbols.
- Modify symbol instance sets using symbolism tools to affect attributes of all instances within the set randomly.
The document summarizes copyright law and fair use guidelines for educational multimedia projects. It defines copyright as the exclusive right to reproduce or copy an original work. For works created after 1978, copyright lasts for the author's life plus 70 years. The fair use doctrine allows use of copyrighted works for nonprofit educational purposes under certain conditions, such as using a small portion and not harming the original work's market. Specific fair use guidelines were created for educational multimedia, limiting the amount and type of copyrighted content that can be used without permission.
The document discusses lighting techniques used in film and photography. It defines key lighting and fill lighting as the primary light sources, with key light providing the brightest illumination and fill light softening shadows. It also defines hard lighting as creating defined shadows versus soft lighting creating diffuse illumination. High-key lighting uses fill light and backlight to create low contrast, while low-key or chiaroscuro lighting creates high contrasts between light and dark areas, often used for mysterious or threatening scenes. The document provides descriptors for different skill levels in understanding how lighting constructs representation.
The document provides guidance for a 3-class lesson on cultural diversity and self-portraits for 3rd grade students. The lesson objectives are to understand portrait examples from different cultures, experience the artistic process of creating self-portraits, and relate the cultural characteristics in sample portraits to their own. Students will analyze famous portraits, brainstorm ideas for their self-portrait, and over the 3 classes create a colored self-portrait while learning to critique themselves and each other constructively.
This document provides an overview of the career of an artist. It discusses the job duties which include creating original artwork using various materials to express feelings and communicate ideas. It outlines the education needed such as a high school diploma or bachelor's degree in art along with on-the-job training. Salaries range from $15,000 starting to $98,000 potentially. The job outlook is stable with 6-8.97% growth potential. Related careers include photographers, fashion designers, and art directors. The document also lists supplies artists use and provides facts about famous artist Vincent Van Gogh.
Catalyst Conferences: How To Plan & Produce Next-Generation Conferences & EventsJeff Hurt
People today are learning in new and different ways that are both collective and democratic. So how does this affect the traditional conference or event? Conference organizers should capture and apply new social and informal ways of learning or risk seeing their conference education become obsolete.
Copyright Law, Fair Use, Creative Commons, And The Public Domainaamarie
Presentation created for "Creating Technology-Rich Curricula" course. Explains Copyright Law, Fair Use, Fair Use in an educational context, Creative Commons Licensing, and the Public Domain.
From Looking to Making: An Introduction to Graphic DesignOjus Doshi
I delivered a guest lecture to a Public Health class at Brown University. The lecture was an introduction to graphic design as a way of making meaningful form from observations, and some examples and analysis of existing design campaigns that could be applicable to public health students interested in ways to make their messages come to life.
The evolution and importance of visual communicationYiğit Keskin
What we see with our eyes has a profound effect on what we do, how we feel, and who we are. Through experience and experimentation, we continually increase our understanding of the visual world and the way we are influenced by it. Psychologist Albert Mehrabian states that 93% of communication is nonverbal.01 Studies show that the human brain deciphers image elements simultaneously, while language is decoded in a linear, sequential manner taking more time to process. Our minds react completely differently to visual stimuli. Visuals are processed 60,000 times faster than text...
Software instructions by IKEA? 3 ways to make your documentation more visualBen Crothers
We can't all give our customers instructions using just pictures (like IKEA), but there are still ways that we can bring better visual communication into our product documentation. Here are the 3 ways, and the first way actually helps you and your team, too.
Foundations understanding users and interactionsPreeti Mishra
This document discusses qualitative user research methods. It explains that qualitative research helps understand user behavior, which is too complex to understand solely through quantitative data. Qualitative research methods include interviews, observation, and persona creation. Personas are fictional user archetypes created from interview data to represent different types of users. They are useful for product design by providing empathy for users and guiding decisions. The document provides details on creating personas and using scenarios to represent how personas would interact with a product.
Document with the most important design principles in the field of HCI.
It lists HCI principles in a quick way with examples of the real world, and links to research for further information. Use it to guide and base your decision rationale, wether you're designing software apps, websites, physical objects, marketing, etc.
The document discusses principles of design thinking and user experience design, including understanding user needs through empathy maps and personas, defining problems through point of view statements, and generating solutions through methods like mash-ups, sketches, and journey maps. Key aspects of design thinking covered include understanding user psychology, analyzing websites, developing problem definitions, and ideating potential solutions. The overall goal of the document appears to be outlining the process of user-centered design.
The document discusses visual communication and its importance in business. It defines visual communication as the expression of ideas using visible forms like photographs, charts and diagrams. Visual communication is more memorable than verbal communication alone. The document provides examples showing people remember visual information better and are twice as likely to achieve objectives when visual aids are used. It discusses selecting the right type of visual for the audience and topic, and producing and integrating visuals for effective communication through understanding the subject, audience and developing a theme.
This document provides guidance on visual thinking and creating visual representations of information and ideas. It discusses using visuals to discover, clarify, and share ideas. Six categories of information are identified that can be visualized: who/what, how much, when, where, how, and why. Various frameworks are presented for visually representing different types of information, including lists, maps, timelines, and multiple variable plots. Rules and approaches are outlined for developing visual ideas, such as focusing on the most important data and staying consistent within a chosen visual model. The process of visual thinking is described as having four steps: look, see, imagine, show. Guidance is also given on verbally explaining visual representations to help others understand and engage
Design Thinking: Finding Problems Worth Solving In HealthAdam Connor
Ideas for new devices and services can come from anywhere. But great ideas come from aligning solutions with real value and desirability for people. Design thinking provides a set of principles and structure that can act as scaffolding for teams to find and understand challenges and opportunities to focus on fan find solutions for.
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Visual thinking is an approach to understanding, creating, and communicating information visually. It involves using techniques from information visualization, mind mapping, sequential visual representations, and principles from film and comics. Visual thinking can enhance performance in thinking, representing, and communicating. It is useful for tasks like problem solving, maintaining productivity, and producing more compelling products. The Vizability textbook and exercises teach visual thinking skills that can be applied in work and life.
Q4-MODULE1 and 2 Safety Procedures and sourcing.pptreimilynnes
Here are the answers to the jumbled letters activity:
1. ABSTRACT
2. NOTIONS
3. SPEECH
4. BLOCKS
5. BELIEFS
Concepts are defined as 1. (ABSTRACT)
ideas or general 2. (NOTIONS) that occur in the
3. (SPEECH), or in thought.
They are understood to be the fundamental building 4. (BLOCKS) of thoughts and 5. (BELIEFS).
The document discusses concept maps and their use in medical interviewing. Concept maps are a graphical representation that show relationships between concepts using nodes connected by links. They can help organize information gathered from patient interviews by showing interrelationships between symptoms, problems, concerns and other case components. Students are instructed to conduct a mock patient interview, construct a concept map as a group to represent the case, and present their map to the class.
dmedia Project 2 Interaction Design - Field WorkStanford dmedia
The document instructs students to conduct field research over the weekend to understand how mobile phones are changing personal health habits by talking to at least 5 people about their mobile phone and health habits, and then use the research to develop a point of view on the topic that will be the starting point for their next project. The document provides several design thinking methods and mindsets to guide the student's research and development of their point of view.
This document provides an overview of mind mapping techniques. It discusses what mind maps are, how they are structured, and how they can be used. Some key points:
- Mind maps are visual tools that use images, words, and colors to depict relationships between concepts in a nonlinear, tree-like structure radiating from a central concept.
- Effective mind maps follow basic rules - using plain paper in landscape orientation, placing a central image, and adding keywords along curved branches.
- Mind maps can be used for brainstorming, note-taking, decision-making, planning, and more. They allow for richer associations between concepts compared to linear lists.
- Examples are provided of simple mind maps
Design the future of the Australian Web Industry with Design ThinkingWilliam Donovan
The document discusses using design thinking methods and rapid prototyping as an innovation strategy. It outlines a workshop aimed at understanding design thinking and how this approach can provide strategic advantages for projects. The workshop will cover activities like imagining project opportunities, experiencing rapid prototyping, and defining how to best showcase the skills of web professionals.
Does your organization have loads of unused data? Information design can turn that data into understandable visuals, giving your members the right information to make choices or learn something new about your industry. Be better positioned to tell your story by learning how to make your infographics clear, compelling, and convincing. Learn how infographics can boost your website’s SEO and can aid in user engagement in this free webinar.
The visual communication process involves the creation, transmission, and receipt of messages through images, with key elements including the sender, message, receptor, code or medium, and context. An image functions as both a signifier, representing its visual content, and a signified, conveying its intended meaning according to the communication context. Visual language can serve informative, exhortative, expressive, or aesthetic functions depending on the message an image aims to transmit.
The document summarizes the "Ten and a Half Commandments of Visual Thinking" from Dan Roam's book "The Back of the Napkin". It provides ten tips for using visual thinking and drawing to solve problems, such as starting with a simple circle and label, using common visual frameworks like portraits and timelines, and drawing conclusions to find insights. The tips encourage annotating drawings to explain ideas and avoiding misleading pictures. The overall message is that visual thinking is a powerful problem solving tool that anyone can use.
Similar to DESIGNING GRAPHICS BASED ON CROWDSOURCED DATA (20)
2. PRE-WORK
DESIGN CONCEPTS, INC. 2
We would pose a question to the SxSW community and ask
them to draw pictures and send them to us. We would use
crowdsourcing as a means of obtaining this data. The data
would be analyzed and prepared for the workshop. The
insights gathered from this analysis will be the basis of this
workshop.
We can then take the icons developed in the workshop and
crowdsource comprehension/understanding rates and send
the results to the attendees.
5. WORKSHOP OBJECTIVES
DESIGN CONCEPTS, INC. 5
1. UNDERSTANDING HOW WE SEE
2. UNDERSTANDING WHAT AN ICON IS
3. WHY USE CROWDSOURCED IMAGES
4. HOW DO I USE THE DATA
5. WHAT MAKES AN IMPACTFUL GRAPHIC
6. UNDERSTANDING HOW WE SEE
How we see and perceive images
A majority of what we see is actually
things we remember from our long-term
visual memory; in fact approximately 95%
of what we see comes from our
long-term visual memory. (Collin Ware,2008)
5%
7. Do we visually imagine in the same way as we see?
“A visual object is a momentary nexus of meaning binding a set of visual
features from the outside world together with the stuff we already know.”
(Ware, C. 2008)
UNDERSTANDING HOW WE SEE
8. 8
Studies at MIT and the analysis of Magnetic Resonance
Imaging (MRI) support this theory, showing that the same parts
of our brains are activated when we are looking at an object as
when we imagine an object. This supports the theory of
creative meta-seeing. Meta-seeing or creative imagery is virtual
imagery that never leaves our heads or physical doodles,
scribbles, charts, diagrams, etc. When users are asked to
create drawings, they are tapping into this virtual imagery. The
images created by the research subjects are the projections of
the virtual imagery they are seeing in their brains.
(Kosslyn, Thompson, & Ganis, 2006)
UNDERSTANDING HOW WE SEE
9. How we process and recall images
DESIGN CONCEPTS, INC. 9
LanguageImage
LIGHTBULB
10. Language
How we process and recall images
DESIGN CONCEPTS, INC. 10
Our brains process images differently than language
Image
Simultaneous Linear. Sequential Processing
11. DESIGN CONCEPTS, INC. 11
Precognitive Research
Precognitive
Research
Cognitive
Research
Unfiltered Data
Filtered/
Packaged Data
Attributes &
Benefits
Experience
EmotionalRational
Who I want
you to think I am
How I see and
naturally think
about things
12. Iconic imagery: Where does it come from?
DESIGN CONCEPTS, INC. 12
MEMORABLE
APPROPRIATE
UNDERSTOOD
13. Understanding How We See
When designing a sign, symbol, icon or
pictogram the designer must understand
the concepts of communication and
representation.
14. Understanding How We See
Communication requires the sender/creator/designer
of the visual to make their visuals understood by the
population within the societal context. (Kress & van Leeuwen, 1996)
15. Understanding How We See
Communicating with signs, symbols, icons and pictograms
With Representation, the sender/designer creates or
uses forms that represent what they have in mind.
16. Understanding How We See
Communicating with signs, symbols, icons and pictograms
For example, rectangles for a door, bed or table and
circles for wheels, suns or plates.
17. But those representations can have multiple levels. For
example: circles = wheels = car or circle = sun = day.
(Kress & van Leeuwen, 1996)
18. WHY DO I NEED CROWDSOURCED DATA?
If you are trying to create an icon,
symbol, pictogram that is easily
understood by your user, you must first
understand how your users see it. What
visual concepts do they use to define the
idea or concept?
20. All materials are the property of Eva Lutz and subject to Copyright
Some are not: 20 students draw a picture of lunch
21. All materials are the property of Eva Lutz and subject to Copyright
Some concepts are universal…
ONLY AFTER GROUPING THE DATA BASED ON MORE DISCRETE USER GROUPS DID THE
UNIVERSAL VISUAL CONCEPTS BEGIN TO EMERGE.
U.S. INTERNATIONAL
22. More complex concepts also have universal visual concepts
Children ages 9 to 17 were asked to draw images for hospital consent forms
Medication side effects: Taking medication can make me gain weight.
23. More complex concepts also have universal visual concepts
Children ages 9 to 17 were asked to draw images for hospital consent forms
Medication side effects: Taking medication can make me sick.
24. How can I use this information?
DESIGN CONCEPTS, INC. 24
I N S I G H T S
• A human figure should play a primary role in the image.
• Whole or ½ body depiction preferred.
• Body fluid should be incorporated (if appropriate).
• The face needs to have features.
• Use emotion appropriate to the “real” experience of the symptom or sensation of
the procedure.
• Medical props and instruments are understood and well-represented by the
target user and should be incorporated appropriately in iconic images.
27. 100
%
Agree to the following
statement: Getting a
shot could cause your
arm to swell.90
%
Agree to the following
statement: Taking medicine
could make you sick to your
stomach.
28. PRINCIPLES OF A GOOD LOGO
“I strive for two things in design: simplicity and clarity.
Great design is born of those two things.”
Linden Leader, designer of the FedEx logo
http://ideas.overnightprints.com/the-five-essential-elements-of-effective-logo-design/
29. Five principles of good design
DESIGN CONCEPTS, INC. 29
• Simple
• Memorable
• Timeless
• Versatile
• Appropriate
http://ideas.overnightprints.com/the-five-essential-elements-of-effective-logo-design/