The document discusses GdAM's methodology for improving wayfinding at Northeastern University, which includes researching current wayfinding elements, conducting human-centered research through observation and interviews, and synthesizing insights to inform future solutions. It examines issues around physical orientation on campus and creating a frame of reference for navigation, as well as the need to adapt wayfinding based on learning from how frequent users naturally move through and path around campus. The goal is to balance Northeastern's identity with better integration into the surrounding community through new approaches to boundaries and gateways.
Gaining Empathy with your Users - the RTFM of User ExperienceRick Boardman
This document provides tips for talking to users to gain insights through user research. It recommends triangulating multiple research methods like interviews, usability tests, and analytics. Early research should involve talking to many types of people to discover user needs before iterating on prototypes. The key is letting participants do most of the talking while observing their behaviors and responses. Insights should be tracked across users to identify themes to drive product evolution. User research is an ongoing process of learning about users to continuously improve the product.
500 Startups UX Bootcamp - Talk to your Effin UsersRick Boardman
How do I test my new prototype? Which methods should I use? The dirty secret is that they all suck (-; Know their strengths and weaknesses - and triangulate!
Testing prototypes is important to validate that they meet user needs and are usable. The document discusses testing hypotheses by talking to real users through methods like usability testing and contextual interviews. It also recommends triangulating multiple quantitative and qualitative methods to get a comprehensive view, such as combining analytics with usability testing. The key is to gather feedback from real users to ensure the prototype is on the right track.
cvpr2011: human activity recognition - part 6: applicationszukun
This document discusses applications and challenges in human activity analysis using computer vision techniques. It begins by describing current applications like object recognition in images and videos for tasks like pedestrian detection. It then discusses challenges like analyzing longer and more complex activities that involve interactions between humans, objects, and environments. Real-time processing of continuous video streams and handling large, noisy video databases are also challenges. The document concludes by discussing future directions like 3D modeling of activities, incorporating context like objects and poses, interactive learning approaches, and using active learning techniques to generate training videos.
cvpr2011: human activity recognition - part 1: introductionzukun
This document provides an introduction to human activity analysis and recognition from video. It discusses the goals of semantic video understanding like labeling objects and events. It reviews early work on activity recognition using point light displays. The document outlines different levels of video understanding from object detection to activity recognition. It discusses applications in surveillance, intelligent environments, sports analysis, and video retrieval. It categorizes human activities based on complexity and number of participants. Finally, it discusses challenges like environment variations, various activity types, and limited training data.
The document announces a "Nightmare" 3D and 2D art challenge run by CGArena, requiring entrants to submit work-in-progress images for feedback, with a deadline of May 15th to submit final entries, and prizes to be awarded in the 3D and 2D categories.
The RTFM of Usability at LUXR June 2011Rick Boardman
Testing hypotheses is best done through triangulating multiple methods, as each method has strengths and weaknesses. Some common methods include analytics, usability testing, remote testing, and focus groups. It is important to listen to users and understand why they do or do not use a product, rather than relying only on numbers or guesses.
Here are some ideas for using cardboard together with other materials in furniture:
- Use a wood or metal frame to provide the main structural support. Cardboard can be used for non-load bearing elements like panels, shelves, or decorative accents.
- Combine cardboard with cushioning materials like foam or fabric. This protects the cardboard from damage and hides the structural elements.
- Reinforce cardboard elements with thin wood strips or metal connectors to strengthen edges and joints prone to damage.
- Laminate or coat cardboard with a protective finish like varnish or contact paper to increase durability against moisture, scratches, etc.
- Add reinforcement like fiberglass mesh or honeycomb panels sandwiched between cardboard
Gaining Empathy with your Users - the RTFM of User ExperienceRick Boardman
This document provides tips for talking to users to gain insights through user research. It recommends triangulating multiple research methods like interviews, usability tests, and analytics. Early research should involve talking to many types of people to discover user needs before iterating on prototypes. The key is letting participants do most of the talking while observing their behaviors and responses. Insights should be tracked across users to identify themes to drive product evolution. User research is an ongoing process of learning about users to continuously improve the product.
500 Startups UX Bootcamp - Talk to your Effin UsersRick Boardman
How do I test my new prototype? Which methods should I use? The dirty secret is that they all suck (-; Know their strengths and weaknesses - and triangulate!
Testing prototypes is important to validate that they meet user needs and are usable. The document discusses testing hypotheses by talking to real users through methods like usability testing and contextual interviews. It also recommends triangulating multiple quantitative and qualitative methods to get a comprehensive view, such as combining analytics with usability testing. The key is to gather feedback from real users to ensure the prototype is on the right track.
cvpr2011: human activity recognition - part 6: applicationszukun
This document discusses applications and challenges in human activity analysis using computer vision techniques. It begins by describing current applications like object recognition in images and videos for tasks like pedestrian detection. It then discusses challenges like analyzing longer and more complex activities that involve interactions between humans, objects, and environments. Real-time processing of continuous video streams and handling large, noisy video databases are also challenges. The document concludes by discussing future directions like 3D modeling of activities, incorporating context like objects and poses, interactive learning approaches, and using active learning techniques to generate training videos.
cvpr2011: human activity recognition - part 1: introductionzukun
This document provides an introduction to human activity analysis and recognition from video. It discusses the goals of semantic video understanding like labeling objects and events. It reviews early work on activity recognition using point light displays. The document outlines different levels of video understanding from object detection to activity recognition. It discusses applications in surveillance, intelligent environments, sports analysis, and video retrieval. It categorizes human activities based on complexity and number of participants. Finally, it discusses challenges like environment variations, various activity types, and limited training data.
The document announces a "Nightmare" 3D and 2D art challenge run by CGArena, requiring entrants to submit work-in-progress images for feedback, with a deadline of May 15th to submit final entries, and prizes to be awarded in the 3D and 2D categories.
The RTFM of Usability at LUXR June 2011Rick Boardman
Testing hypotheses is best done through triangulating multiple methods, as each method has strengths and weaknesses. Some common methods include analytics, usability testing, remote testing, and focus groups. It is important to listen to users and understand why they do or do not use a product, rather than relying only on numbers or guesses.
Here are some ideas for using cardboard together with other materials in furniture:
- Use a wood or metal frame to provide the main structural support. Cardboard can be used for non-load bearing elements like panels, shelves, or decorative accents.
- Combine cardboard with cushioning materials like foam or fabric. This protects the cardboard from damage and hides the structural elements.
- Reinforce cardboard elements with thin wood strips or metal connectors to strengthen edges and joints prone to damage.
- Laminate or coat cardboard with a protective finish like varnish or contact paper to increase durability against moisture, scratches, etc.
- Add reinforcement like fiberglass mesh or honeycomb panels sandwiched between cardboard
Paste in Place is an information design studio located in an unknown location. The studio focuses on information design to help clients communicate complex topics and data in clear, compelling ways. The studio's website is www.pasteinplace.com which provides more information about their services.
The document discusses opportunities for Northeastern University to improve interactive wayfinding and collaboration between disciplines on campus. It notes that while the university values technology and interdisciplinary studies, there are missed opportunities for using existing infrastructure to its full potential. Specifically, it analyzes Northeastern's current campus maps, inconsistent college website designs, outdated student portal, and lack of mobile apps. Examples from MIT are provided of more innovative interactive technologies that could be implemented.
The document describes the history and development of Northeastern University from 1898 to 2010, starting as evening programs at the YMCA and gradually expanding to become its own university. It traces the growth of the campus through new buildings and schools, including the transition to a larger campus in the 1930s. The campus continued expanding throughout the 20th century with new academic buildings, dormitories, and the addition of land, establishing its current layout and facilities.
This course introduces concepts and design strategies for wayfinding design through lectures, guest speakers, readings, and a semester-long team project involving research and design recommendations. Students will learn research methodologies, identify goals and insights, and develop wayfinding solutions. The course will be graded based on design concepts, process work, participation, and final presentations.
The document discusses redesigning the wayfinding system at Northeastern University. It begins by outlining the research process, which included discipline-based knowledge gathering, human-centered research, and synthesis. Key insights from the research included the importance of boundaries, orientation, consistency, and pathmaking for users. The solution proposes dividing the campus into color-coded zones for navigation. It also redesigns the campus map with a grid layout, color-coded zones, and landmark buildings labeled for reference. The new map orients the campus with major paths running horizontally and vertically and expands to show surrounding Boston landmarks for additional context.
Northeastern University is in the process of updating its campus signage to reflect its new branding identity. This involves replacing existing signs made from materials like wood, Komatex, and MDO board with more durable options like Dibond aluminum composite material. The sign shop documents existing signs and works with facilities directors and external contractors to develop proposals and prototypes. Samples are reviewed before the project is outsourced for installation. University leadership, including the president, are involved in approving the new sign designs. While improvements have been made, wayfinding at Northeastern is still a work in progress as the transition to the new identity continues.
The document discusses a startup that aims to help users organize, browse, and share their personal photo collections by providing automatic photo tagging and organization through a web and mobile application, as well as an API for image analysis functionality, based on interviews and surveys that indicate a need for better solutions for managing the large and growing volumes of personal photos.
Guerrilla Usability: Insight on a ShoestringDavid Sturtz
This document discusses guerrilla usability testing techniques that can provide insights with minimal resources. It recommends conducting interviews, participatory design sessions, card sorting, creating mental models and user flows to understand users. It also suggests storyboards, paper prototyping and remote usability testing to evaluate designs. The goal is to embrace agility through collaboration with customers and responding quickly to feedback.
The document outlines the key user experience activities involved in building a lean startup:
1. Learn about users through personas, user journeys, and user experience mapping to understand their needs and goals.
2. Build prototypes in the form of wireframes and usability testing to get early feedback before development.
3. Build the initial product using code, release it to market, and measure how users receive it through further usability testing and analytics. Iterate based on learnings to improve the product.
Tod Fod Jod Mentors Workshop - Aug 27, 2012Neeraj Gulati
This document outlines an agenda and materials for a workshop to train mentors for the Tod Fod Jod youth innovation program. The workshop will introduce mentors to the program goals of igniting hands-on learning and creativity in youth. It will include sessions on exploring a camera through the Tod Fod Jod process of deconstructing, reconstructing and creating with it. Mentors will work in groups to design initial "lesson plans" for guiding students through Tod Fod Jod projects and share their plans with the group. The workshop aims to provide mentors with the resources and framework needed to launch the Tod Fod Jod program at their schools effectively.
Team 5 presented their photo organization startup Anchovi Labs which uses computer vision and metadata to help users organize, browse, and share their personal photo collections across devices and platforms through a cloud-based subscription service. They conducted customer interviews and surveys finding interest in automatic photo organization and tagging features and are now seeking partners and finishing an MVP to launch their product.
This document discusses the importance of usability and aesthetics in design. It summarizes Donald Norman's view that usability need not conflict with aesthetics, and that designers must find a harmony between the two. The document then provides examples of design principles from Norman's book "The Design of Everyday Things", such as visibility, affordances, mapping, constraints, and feedback. It emphasizes that good design should follow these principles to ensure intuitive use, rather than violating them for aesthetic reasons. The document concludes by outlining iterative and user-centered design processes that focus on learning through creation and reworking.
This document provides definitions for over 100 acronyms, initialisms, abbreviations and buzzwords commonly used in process improvement. It decodes terms related to process analysis tools, quality management systems, statistical process control, and process improvement methodologies like Lean Six Sigma. The document is intended to help people new to process improvement understand the terminology they may encounter.
The document discusses how most advertisers run plain and uncreative user-generated content (UGC) contests. While UGC contests are popular and easy to execute, they often lack creativity because advertisers and agencies mistake the medium as the idea. Truly creative and engaging UGC contests require going beyond just uploads and voting to address consumer needs and problems in an innovative way. The document provides an example of a more creative UGC video campaign by Tipp-Ex that altered the traditional hunter narrative in an engaging manner.
Are ugc contests less creative by Girish Mahajanswatantranegi
The document discusses how most advertisers are running plain and uncreative user-generated-content (UGC) contests. While UGC contests are popular and easy to execute, they often lack creativity because advertisers and agencies mistake the medium as the idea. Truly creative and engaging UGC contests require going beyond just uploads and voting to address consumer needs and problems in an innovative way. A successful example mentioned is a video campaign by Tipp-Ex that altered the traditional hunter narrative in an interactive way. For UGC contests to improve in India, advertisers will need to be more willing to try new ideas, and agencies more skilled at developing them.
Location Based Hype – Where are we on the cycle? - Difficult questions we’d l...HitReach
This document discusses location-based services and technologies. It begins by asking four questions: 1) What has changed to make location-based services viable now? 2) Where is the money being made in location-based opportunities? 3) Who is leading the development of location-based technologies? 4) What are the major barriers? It then provides examples of current and potential location-based applications and discusses factors like privacy, adoption rates, and the roles of different players like mobile networks and operating systems.
This document summarizes a presentation on developing an international digital strategy. It discusses trends driving digital change like increasing online media consumption and smartphone adoption. It also covers approaches to international expansion like localization, standardization, and adaptation. Additionally, it presents frameworks for international digital strategy covering areas like marketing, design, technical implementation, regulations, and competition. Attendees were given exercises to evaluate these areas for their own companies.
Paste in Place is an information design studio located in an unknown location. The studio focuses on information design to help clients communicate complex topics and data in clear, compelling ways. The studio's website is www.pasteinplace.com which provides more information about their services.
The document discusses opportunities for Northeastern University to improve interactive wayfinding and collaboration between disciplines on campus. It notes that while the university values technology and interdisciplinary studies, there are missed opportunities for using existing infrastructure to its full potential. Specifically, it analyzes Northeastern's current campus maps, inconsistent college website designs, outdated student portal, and lack of mobile apps. Examples from MIT are provided of more innovative interactive technologies that could be implemented.
The document describes the history and development of Northeastern University from 1898 to 2010, starting as evening programs at the YMCA and gradually expanding to become its own university. It traces the growth of the campus through new buildings and schools, including the transition to a larger campus in the 1930s. The campus continued expanding throughout the 20th century with new academic buildings, dormitories, and the addition of land, establishing its current layout and facilities.
This course introduces concepts and design strategies for wayfinding design through lectures, guest speakers, readings, and a semester-long team project involving research and design recommendations. Students will learn research methodologies, identify goals and insights, and develop wayfinding solutions. The course will be graded based on design concepts, process work, participation, and final presentations.
The document discusses redesigning the wayfinding system at Northeastern University. It begins by outlining the research process, which included discipline-based knowledge gathering, human-centered research, and synthesis. Key insights from the research included the importance of boundaries, orientation, consistency, and pathmaking for users. The solution proposes dividing the campus into color-coded zones for navigation. It also redesigns the campus map with a grid layout, color-coded zones, and landmark buildings labeled for reference. The new map orients the campus with major paths running horizontally and vertically and expands to show surrounding Boston landmarks for additional context.
Northeastern University is in the process of updating its campus signage to reflect its new branding identity. This involves replacing existing signs made from materials like wood, Komatex, and MDO board with more durable options like Dibond aluminum composite material. The sign shop documents existing signs and works with facilities directors and external contractors to develop proposals and prototypes. Samples are reviewed before the project is outsourced for installation. University leadership, including the president, are involved in approving the new sign designs. While improvements have been made, wayfinding at Northeastern is still a work in progress as the transition to the new identity continues.
The document discusses a startup that aims to help users organize, browse, and share their personal photo collections by providing automatic photo tagging and organization through a web and mobile application, as well as an API for image analysis functionality, based on interviews and surveys that indicate a need for better solutions for managing the large and growing volumes of personal photos.
Guerrilla Usability: Insight on a ShoestringDavid Sturtz
This document discusses guerrilla usability testing techniques that can provide insights with minimal resources. It recommends conducting interviews, participatory design sessions, card sorting, creating mental models and user flows to understand users. It also suggests storyboards, paper prototyping and remote usability testing to evaluate designs. The goal is to embrace agility through collaboration with customers and responding quickly to feedback.
The document outlines the key user experience activities involved in building a lean startup:
1. Learn about users through personas, user journeys, and user experience mapping to understand their needs and goals.
2. Build prototypes in the form of wireframes and usability testing to get early feedback before development.
3. Build the initial product using code, release it to market, and measure how users receive it through further usability testing and analytics. Iterate based on learnings to improve the product.
Tod Fod Jod Mentors Workshop - Aug 27, 2012Neeraj Gulati
This document outlines an agenda and materials for a workshop to train mentors for the Tod Fod Jod youth innovation program. The workshop will introduce mentors to the program goals of igniting hands-on learning and creativity in youth. It will include sessions on exploring a camera through the Tod Fod Jod process of deconstructing, reconstructing and creating with it. Mentors will work in groups to design initial "lesson plans" for guiding students through Tod Fod Jod projects and share their plans with the group. The workshop aims to provide mentors with the resources and framework needed to launch the Tod Fod Jod program at their schools effectively.
Team 5 presented their photo organization startup Anchovi Labs which uses computer vision and metadata to help users organize, browse, and share their personal photo collections across devices and platforms through a cloud-based subscription service. They conducted customer interviews and surveys finding interest in automatic photo organization and tagging features and are now seeking partners and finishing an MVP to launch their product.
This document discusses the importance of usability and aesthetics in design. It summarizes Donald Norman's view that usability need not conflict with aesthetics, and that designers must find a harmony between the two. The document then provides examples of design principles from Norman's book "The Design of Everyday Things", such as visibility, affordances, mapping, constraints, and feedback. It emphasizes that good design should follow these principles to ensure intuitive use, rather than violating them for aesthetic reasons. The document concludes by outlining iterative and user-centered design processes that focus on learning through creation and reworking.
This document provides definitions for over 100 acronyms, initialisms, abbreviations and buzzwords commonly used in process improvement. It decodes terms related to process analysis tools, quality management systems, statistical process control, and process improvement methodologies like Lean Six Sigma. The document is intended to help people new to process improvement understand the terminology they may encounter.
The document discusses how most advertisers run plain and uncreative user-generated content (UGC) contests. While UGC contests are popular and easy to execute, they often lack creativity because advertisers and agencies mistake the medium as the idea. Truly creative and engaging UGC contests require going beyond just uploads and voting to address consumer needs and problems in an innovative way. The document provides an example of a more creative UGC video campaign by Tipp-Ex that altered the traditional hunter narrative in an engaging manner.
Are ugc contests less creative by Girish Mahajanswatantranegi
The document discusses how most advertisers are running plain and uncreative user-generated-content (UGC) contests. While UGC contests are popular and easy to execute, they often lack creativity because advertisers and agencies mistake the medium as the idea. Truly creative and engaging UGC contests require going beyond just uploads and voting to address consumer needs and problems in an innovative way. A successful example mentioned is a video campaign by Tipp-Ex that altered the traditional hunter narrative in an interactive way. For UGC contests to improve in India, advertisers will need to be more willing to try new ideas, and agencies more skilled at developing them.
Location Based Hype – Where are we on the cycle? - Difficult questions we’d l...HitReach
This document discusses location-based services and technologies. It begins by asking four questions: 1) What has changed to make location-based services viable now? 2) Where is the money being made in location-based opportunities? 3) Who is leading the development of location-based technologies? 4) What are the major barriers? It then provides examples of current and potential location-based applications and discusses factors like privacy, adoption rates, and the roles of different players like mobile networks and operating systems.
This document summarizes a presentation on developing an international digital strategy. It discusses trends driving digital change like increasing online media consumption and smartphone adoption. It also covers approaches to international expansion like localization, standardization, and adaptation. Additionally, it presents frameworks for international digital strategy covering areas like marketing, design, technical implementation, regulations, and competition. Attendees were given exercises to evaluate these areas for their own companies.
The document summarizes the design process for creating a tracking device for children's belongings. It involved user research through an animated storyboard, ideating multiple concepts and selecting one through evaluation, developing wireframes and a visual design, creating 3D and physical prototypes using various tools, testing technologies, and laser cutting a final prototype. The process utilized lean UX and agile development principles of iterative design, validation with users, and parallel prototyping across interactive, physical, and electronic systems. The design process highlighted the challenges of managing development across different mediums in parallel and the importance of flexibility to change based on user feedback.
The document discusses the development of an app to address parking issues at Hofstra University. A student named Steven struggles to find parking, sometimes taking 20 minutes, and the university has not calculated the ratio of commuter students to parking spaces. The proposed solution is to create a mobile app that uses drone technology to identify open parking spots and encourages carpooling among students with similar routes and schedules by allowing them to coordinate rides and earn rewards for proof of carpooling. The document outlines the naming, logo design, and technical development process for the app.
Akendi is an experience design, research, and strategy firm focused on creating intentional experiences for products, services, and spaces. They take an end-to-end approach to experience design, considering the full experience from a customer's awareness through purchase, use, and recycling. Their services include strategy, experience research through methods like ethnography and personas, experience design including information architecture and visual design, and testing.
A short intro to Gamification in RetailPablo Peris
This document provides an introduction to gamification in retail. It defines gamification as integrating game mechanics into non-game experiences to improve engagement. It discusses practical uses of gamification for consumer engagement and behavior change. The document outlines reasons to gamify, such as addressing engagement gaps and lack of variety. It also discusses gamification design principles like balancing difficulty and focusing on the player journey. Examples of gamified retail experiences include online communities from Samsung and Nike, and social sharing features from retailers like Asos. The document warns of risks like pointsification and exploitation from poor gamification design.
GdAM is a design methodology focused on wayfinding at Northeastern University. It takes a collaborative, interdisciplinary approach, considering both physical and digital elements. The methodology involves research, design, and prototyping phases to develop a consistent system that improves the user experience and maintains the university's brand. Key aspects of wayfinding include directing people on campus, providing maps and signs, and using new technologies like mobile apps and screens. The goal is to help people easily navigate Northeastern's complex environment.
1. The document outlines a midterm presentation for a class project. It will tell the story of the project and present qualitative research findings.
2. The presentation structure includes introducing the project, describing the methodology, presenting research insights and precedents, proposing outcomes and solutions, explaining metrics and benefits, and discussing delivery options.
3. By Tuesday, each group needs to develop 5 insights for their section of the presentation, including defining the insight, providing background, arguing its importance, suggesting a presentation method, and gathering supporting media.
The research plan document outlines an approach to studying wayfinding at Northeastern University. It identifies four user groups to interview: students/faculty, information providers, local residents, and outside guests. Methods will include formal interviews, drawing routes, photo journals, and cognitive maps. The team expects to find that most users are unaware of any formal wayfinding system and navigation could be improved. Deliverables will include a mid-term presentation synthesizing interview findings through personal case studies, recordings, photos and mind maps. A schedule is provided for conducting interviews and organizing results through February. Sample interview questions are provided for students and faculty.
The research plan involves studying wayfinding experiences of different user groups on Northeastern's campus. The groups include students, faculty, alumni and others. Researchers will map travel patterns, ask groups for directions, and document interactions through photos and video. They will compare experiences within and between frequent, intermittent, and special needs groups. The deliverables will be interaction maps and an interactive experience presenting perspectives of various users getting around campus. Field research will occur between February 9-16, with work on deliverables from February 19-26 and a final presentation.
The document outlines a research project to observe how different groups navigate and utilize Northeastern University's campus and online resources. It plans to [1] observe pathways, interactions with technology, and transportation usage through photography and video; [2] document experiences of prospective students, current students in different majors, faculty, neighbors and commuters; and [3] gain insights into an efficient and enjoyable wayfinding experience on campus and virtually. The research will be conducted over 4 weeks through in-class planning and discussions, and outside class observations and data collection to develop a narrative presentation of findings.
This document provides instructions for a warm-up exercise in an environmental design course. Students are asked to spend 30 minutes observing human behavior and interactions at Ruggles Station, taking visual notes. They will then create a diagram documenting their observations and identifying an opportunity or challenge. Finally, students will recommend a design enhancement to address the identified issue and illustrate their proposal. The deliverable is a single page with their two illustrations.
The document outlines the objectives and process for the first research phase of an environmental design course focusing on wayfinding, with students divided into groups researching architecture/urbanism, graphic design, and interactive design topics to gather knowledge and develop preliminary conclusions and hypotheses, with the deliverables being a set of diagrams/maps/illustrations and a presentation identifying their findings.
2. Meet GdAM
Wayfinding?
Methodology
GdAM
In practice @ NU
Insight
Boundaries
Insight
Physical Orientation
Insight
Pathmaking
Insight
Consistency Graphic design + Architecture + Multimedia
Precedents
Solutions?
Next Steps
GdAM
3. 1 To redefine our preconceived 2 To work collaboratively with
notions of wayfinding an interdisciplinary team
Complex problems require more than a Collaboration brings people together
step-by-step process, and wayfinding is from different disciplines to effectively
not only about physical signage. explore ideas that generate valuable
new outcomes.
GdAM
4. Meet GdAM
Wayfinding?
Methodology
Wayfinding:
In practice @ NU
how, what, why?
Insight
Boundaries
Insight
Physical Orientation
Insight
Pathmaking
Insight
Consistency
Precedents
Solutions?
Next Steps
GdAM
5. Imagine:
You walk out of a plane
into an airport you’ve never been to.
Now what?
GdAM
8. Northeastern isn’t an airport.
(it’s much more confusing)
People Coming & Going
students subway to classroom
faculty vehicle to gym
staff bus to their office
community foot to eat
tourists bikes to the other subway
perspective visitors first time to the MFA
parents every day to an attraction
visiting lecturers passing through to a play
conference goers to a gallery
barack obama to a parking lot
to a dorm
to a hockey game
...
GdAM
10. Why do we need wayfinding?
1 2 3 4 5
To direct people To provide a To attract and To elevate the To maintain a
(duh) better user retain your perceived consistent
experience “customers” “status” brand image
GdAM
11. What do we mean, exactly?
It’s a system-based approach It’s physical It’s also digital
By setting up rules for an entire The most obvious application is on New technologies can make wayfinding
wayfinding system, we can ensure campus signage. But think about the more intuitive by giving the user real-
consistent delivery across applications breadth of applications there: time feedback. Still, these technologies
– even those we might not know about must fit in with the physical elements.
currently. Consider: Directionals
On-Campus Maps Northeastern Website
Brand + Identity System Personal printed maps iPhone app
Typography guidelines Building signs other mobile apps?
Photography guidelines Flags on street poles Displays screens
Materials usage/procurement Room signs Kiosks
Sign shop Parking lots/garages Facebook & Social Media
External building treatments Sports venues
MBTA stations
On-campus businesses
In-building signage
...
GdAM
12. How will we achieve this?
1
Research
2
Design
3
Prototyping and testing
This is what you’re looking at.
Our findings will inform our next phase
GdAM
13. Meet GdAM
Wayfinding?
Methodology
Methodology
In practice @ NU
Insight
Boundaries
Insight
Physical Orientation
Insight
Pathmaking
Insight
Consistency
Precedents
Solutions?
Next Steps
GdAM
14. Phase 1 Discipline-based knowledge gathering
Urban Form
Nodes and Centers
Nodes are the points in a city where a
Branding Standards visitor can enter and often travel to.
Currently: Mobile
They may be junctions, transit centers,
concentrated areas whose importance
LogoType come from use or physical character, or
The redesign of the Northeastern logo marked a fun- the convergence of paths.
damental shift in the way the university is perceived
both by its students and the communities that it ex-
ists in (local and global). A modified version of the
font Baskerville was developed specifically for the
word mark and the seal is a revision of the 1935 hand “Discover Northeastern”
drawn version. uses a Google map combined with simple explaina-
tions of building utilization. A good starting point, but
many opportunities for improvement.
2008 Rebrand Korn Design
When used in a four color process the “Go Huskies”
seal appears in PMS Warm Gray 11 is the athletic department app. It has team scores,
with the word mark in “Northeastern standings, links to articles, news photos, and even
NU RED WARM GRAY 11 BLACK
Red” (0, 100, 90, 5) CMYK. There are CMYK CMYK K
plays the “Husky Fight song” youTube video.
black and white versions of the Logo- (0, 100, 90, 5) (0, 13, 30, 76) (100)
Type as well.
0 75 375
GdAM
GdAM GdAM
DESIGN Branding standards, sign- ARCHITECTURE Morphology, urban INTERACTIVE Web, mobile, kiosks.
making process, current state of form, pedestrian traffic, green space.
wayfinding at Northeastern.
GdAM
15. Phase 2 Human-centered research
LOOK Observe the way that user ACT Interact with other systems that ASK Conduct interviews and hand out
groups interact with the campus as may shed some light on how we can blank maps that will tell about user
an environment, both physically and improve our own. experiences with campus wayfinding.
virtually.
GdAM
16. Phase 3 Synthesis
AMALGAMATION Through a shared
process, overlapping human-centered
insights were revealed.
GdAM
18. Meet GdAM
Wayfinding?
Methodology
In practice @ NU
In practice
Insight
Boundaries
Insight
Physical Orientation What is Northeastern doing about wayfinding now?
Insight
Pathmaking
Insight
Consistency
Precedents
Solutions?
Next Steps
GdAM
19. Current wayfinding elements
Tunnels
Curry Student Center
Information Desk
& Work Terminals
Currently on campus
Displays
rrently on campus
Currently on campus
Curry Student Center
The tunnels that connect different Current Map of the tunnel system at
ur canvassing of the campus we no- Possible uses:
buildings on campus are barren of any Desk
Information Northeastern University. Buildings are
d an incredible number of flat panel & Work Terminals
sort of helpful directional information. denoted by color and there is a map
Directional Wayfinding / is set up right be- at the entrance to every tunnel. How-
Navigation
vision displays. The one feeling we The only sort of map
fore one enters the tunnels. The empty ever, once inside the tunnels it is not
e all left with after seeing them, was Student generated content offer a
hallways of the tunnels could clear which direction you are walking or
we wanted more. It is clear that great opportunity for new wayfinding where you are going.
y aren’t being used to their full po- Standardize submission could become
signage. The tunnels process for
more user-friendly and allow for easier
ial, but what is that potential? current artwork so that it signage system.
navigation with a new
matches di-
mensions of the screen.
Create adaptable touch screen technol-
Curry Student Center GdAM
ogy to outfit screens with for interactiv- Indoor Quad
sibleLocated next to
uses: Detail viewity. map
of the
Shillman Hall and in GdAM
20. Kiosks &wayfinding elements
Current Flat Maps
Currently on campus
Located in Located outside the Snell
Krentzman Quad. Library Quad
GdAM
GdAM
22. Meet GdAM
Wayfinding?
Methodology
In practice @ NU
Boundaries
Boundaries:
Insight
Physical Orientation
&
Insight
balancing identity ntegration
Insight
Pathmaking
Insight
Consistency
Precedents
Solutions?
Next Steps
GdAM
23. Boundaries:
balancing identity ntegration
&
The idea behind this goal is to retain Northeastern’s identity as a
university, while at the same time, effectively integrating the campus
into the surrounding communities.
We understand the intentions of the NU Planning department and
wayfinding committee to have similar intentions.
GdAM
24. BOUNDARIES:
Balancing identity & integration
Identity currently perceivable,
flags define campus within the city.
Do you feel Northeastern
blends with the community/
its surroundings? Student A
“I think the university definitely
blends into the community. The only
thing that actually lets you know you
are on campus are the flags that say
Northeastern.”
GdAM
25. BOUNDARIES:
Balancing identity & integration
Integration
defining characteristics,
connection with surrounding areas,
community interaction with campus.
Do you feel
Northeastern blends
with the community and Student B
its surroundings?
“You can tell when you’re on
campus. I don’t feel that it’s that
different from the surrounding
neighborhood up and down
Huntington, or even over on
Columbus.”
GdAM
26. BOUNDARIES:
Balancing identity & integration
Ruggles: A Portal...
a portal by definition,
circulation to and from campus,
breaking boundaries.
GdAM
27. BOUNDARIES:
Balancing identity & integration
...an Imposing Barrier
Orange line’s presence on campus,
seperates Columbus from campus.
Have you felt imposing
barriers when entering
and leaving campus? Student C
“The most imposing barrier on
campus is the orange line of the T
and Ruggles station.”
GdAM
28. BOUNDARIES:
Balancing identity & integration
Initiatives
gateways ≠ barriers,
a definition of interaction,
permanent form.
The current intentions
of the school:
?
“...open campus up as a resource and as
a portal, not a barrier to the surrounding
neighborhoods.”
Planning Dept.
GdAM
29. BOUNDARIES:
Balancing identity & integration
Harvard
the definition of a gateway,
implies a closed/segregated space,
unwelcoming.
If campus gateways
were to be designed,
how would you imagine
them? Students D & E
“Noticeable to inform people they’re on
campus, but not overly huge.”
“Probably small and subtle would be
best in our urban setting.”
GdAM
30. BOUNDARIES:
Balancing identity & integration
Terminology
loaded terms & preconceived notions,
importance of clearly defined words.
por·tal (n.)
“A doorway, entrance, or gate,
especially one that is large and
imposing.”
gate·way (n.)
“An opening or a structure framing
an opening, such as an arch, that
may be closed by a gate.”
-American Heritage Dictionary
GdAM
31. BOUNDARIES:
Balancing identity & integration
Implications
Where will indicators be placed? How do you feel about
making this more literal
What will be the implications? with actual “gateways” at
Student F
the edges of campus or
on major streets?
What will the spaces around the
wayfinding elements become? “I feel that when you walk onto
campus from the surrounding area
it is fairly obvious [that you are
at Northeastern].”
GdAM
32. Meet GdAM
Wayfinding?
Methodology
In practice @ NU
Insight
Boundaries
Insight
Physical Orientation
Physical orientation:
Insight
Pathmaking Creating a frame of reference
Insight
Consistency
Precedents
Solutions?
Next Steps
GdAM
33. Physical orientation:
Creating a frame of reference
IN GENERAL physical orientation is crucial AT NORTHEASTERN there are a unique set
to a user’s ability to understand and of factors that shape the way physical
successfully navigate their environment. orientation happens and the adverse
By creating a frame of reference we reactions that occur when people can’t
are able to orient ourselves in a space orient themselves
and effectively move from one point
to another. User routes are complex, involving
many turns, shortcuts, longcuts, and
This is the foundation of wayfinding. non-orthogonal paths.
Many of the landmarks people use to
navigate campus are unexpected and Photo of a hand-drawn map
asking people to identify their
challenge what we traditionally think most traveled routes
of as a landmark.
Getting lost affects practical day to day
routines, but It can also affect people
more abstractly by changing the way
they feel about a place.
GdAM
34. “Sometimes it’s clear,
sometimes impossible.
It’s simple once you know it
but so difficult to explain...
There isn’t enough signage.
It’s basically impossible to tell someone
how to get from Forsyth Street to the library.”
– A tour guide on giving directions
GdAM
35. PHYSICAL ORIENTATION:
Creating a Frame of Reference
Getting lost
“Didn’t we cross this street before?” “We asked the person in the parking
garage for directions and he pointed
A mother to her daughter, a potential us this way. We looked here. Now we’re
Northeastern student
assuming it’s that way.”
Family of a potential student on a hunt for
the dining halls.
GdAM
36. PHYSICAL ORIENTATION:
Creating a Frame of Reference
“It’s the building with the
husky wearing neon green
Landmarks headphones in front.”
EXPECTED landmarks were identified as Newer buildings on campus which UNEXPECTED landmarks were located
architectural, sculptural, or otherwise are tall and visible from great distances. where people congregate, there is
planned to be central and identifiable. provide great reference points. food, or something anomalous with the
Campus green spaces and points of landscape occurred. These landmarks
public transportation also become key reveal the overlapping parts of daily
reference points as they establish two routines and habits, and the places that
parallel boundaries to the campus. students use the most.
GdAM
37. PHYSICAL ORIENTATION:
Creating a Frame of Reference
Scenic vs. direct routes
A B
PATHwAyS AND ROUTES around STUDENT DRAwN mAPS Show a simplified
Northeastern’s campus are actually mental map of campus, while traced
quite simple. The problem lies in the on an actual map reveal how complex
fact that there is no simple and direct people’s routes actually are.
way from point A to point B.
GdAM
38. Meet GdAM
Wayfinding?
Methodology
In practice @ NU
Insight
Boundaries
Insight
Physical Orientation
Insight
Pathmaking
Pathmaking:
Insight
Consistency Learning from frequent users
Precedents
Solutions?
Next Steps
GdAM
39. Pathmaking:
Learning from frequent users
To improve wayfinding on
campus, we should adapt to
the way frequent users already
use campus spaces.
GdAM
40. PATHMAKING:
Learning from Frequent Users
Paths on campus are circuitous.
Students become familiar with
the best ways to get around
certain areas of campus,
while they remain relatively
unfamiliar with others.
GdAM
44. PATHMAKING:
Learning from Frequent Users
Circuitous paths lead to increased familiarity.
Students spend most of their time where
their classes are located.
Students have comfort zones.
GdAM
49. PATHMAKING:
Learning from Frequent Users
“I walk down Hemenway, cut across the Or down Hemenway to Forsyth Street...
North Lot and walk through Krentzman cross Huntington and down toward West
Quad to Robinson... Village, but cut across before Kariotis
next to Willis and into Behrakis...
I have never
been lost in the
four years I’ve
been here.”
GdAM
50. PATHMAKING:
Learning from Frequent Users
“ As a fifth year senior, I thought I finally
knew the campus...until someone asked
me how to get to Robinson Hall and all I
could do was point them to a map.
Turns out all I really know is Ryder.”
GdAM
51. Meet GdAM
Wayfinding?
Methodology
In practice @ NU
Insight
Boundaries
Insight
Physical Orientation
Insight
Pathmaking
Insight
Consistency Consistency:
Precedents A tool not a goal
Solutions?
Next Steps
GdAM
52. Consistency: a tool not a goal
We visited six different campuses in
the greater Boston area to get a general
idea of how schools give themselves an
image and identity.
Through internet sources, on campus
buildings, and signage we found some
schools had better wayfinding systems
than others.
Northeastern should use consistency
throughout campus but as a tool, not
an overall goal. Using consistency as
a tool will allow for creativity in the
production of an identity on campus.
GdAM
53. CONSISTENCY:
A tool not a goal
Consistency
Northeastern has
started to give itself
an identity through
Northeastern University consistent signage.
GdAM
54. CONSISTENCY:
A tool not a goal
Consistency
Some of the names
on the buildings stay
consistent with the
Northeastern University Northeastern Identity.
GdAM
55. CONSISTENCY:
A tool not a goal
Inconsistency
Then there are
the rest ....
Northeastern University
GdAM
67. CONSISTENCY:
A tool not a goal
Consistency: a tool not a goal
consistency as a goal consistency as a tool
Consistency as a tool allows for ...
creativitiy, adaptability, individuality, and scalability.
GdAM
68. CONSISTENCY:
A tool not a goal
Consistency as a goal:
Bentley University
Consistent gateway design as identity markers
leave little room for individuality
GdAM
69. CONSISTENCY:
A tool not a goal
Consistency as a goal:
Bentley University
walkway vs. vehicle current events signage directionals for users in
pathways vehicles
The sign for any specific user group
building signage parking lot user directions for users who
is not easily identifiable distinctions are walking
GdAM
70. CONSISTENCY:
A tool not a goal
Consistency as a tool:
Boston University
Consistency used as a tool on campus allows
for creativitiy, adaptability, individuality, and
scalability.
GdAM
71. CONSISTENCY:
A tool not a goal
Consistency as a tool: Consistency is used as a tool, where the signs still function as an identity marker
for BU but are appropriate in overall design for their specific function.
Boston University
campus markers campus section towers building signage department signage parking signage sports signage
GdAM
72. CONSISTENCY:
A tool not a goal
Consistency as a tool: BU uses elements consistently across campus that are easily recognized but each
has their own individual character and information.
Boston University
GdAM
73. CONSISTENCY:
A tool not a goal
Consistency
as a tool:
Boston University
BU uses elements consistently across campus that are easily recognized but each
has their own individual character and information.
GdAM
75. CONSISTENCY:
A tool not a goal
Consistency as a tool:
Boston University
The signage for the buildings called “The Castle,” and the
“Deutsches Haus,” are perfect examples of how BU uses
consistency as a tool. The user can still recognize that the sign
indicates a BU building but with an appropriate design for the
building itself.
GdAM
76. CONSISTENCY:
A tool not a goal
Consistency
as a tool:
Boston University
The consistency of the individual
building towers and the department
signage affixed to the building allows for
the permanent signage of the building
to reflect its identity and architectural
style.
GdAM
77. Meet GdAM
Wayfinding?
Methodology
In practice @ NU
Insight
Boundaries
Insight
Physical Orientation
Insight
Pathmaking
Insight
Consistency
Precedents
Precedents:
How are other organizations using
Solutions?
wayfinding effectively?
Next Steps
GdAM
78. Surrey Hills Library Consistency + sympathy to materials
The directories, in sympathy to the materials they exist within, are
designed to feel like large tilted switches or books roughly stacked.
Each module not only holds the description of the destination but
also tilts towards that destination.
GdAM
83. Meet GdAM
Wayfinding?
Methodology
In practice @ NU
Insight
Boundaries
Insight
Physical Orientation
Insight
Pathmaking
Insight
Consistency
Precedents
Solutions? Solutions?
Next Steps
GdAM
84. How will we achieve this?
1
Research
2
Design
3
Prototyping and testing
This is what you’re looking at. We’ll begin designing possible solutions By rapid protoyping and more user test-
Our findings will inform our next phase to the problems we have uncovered ing, we’ll be able to arrive at the best
and the best practices revealed through solution.
precedents. The best will be chosen for
testing. ^
Perhaps this is where we would turn
our work over to the University.
GdAM
85. How will we achieve this?
1
Research
2
Design
3
Prototyping and testing
This is what you’re looking at. We’ll begin designing possible solutions By rapid protoyping and more user test-
Our findings will inform our next phase to the problems we have uncovered ing, we’ll be able to arrive at the best
and the best practices revealed through solution.
precedents. The best will be chosen for
testing. ^
Perhaps this is where we would turn
our work over to the University.
GdAM
86. Meet GdAM
Wayfinding?
Methodology
What do you think?
In practice @ NU
Insight
Boundaries
Insight
Physical Orientation
Insight
Pathmaking
Insight
Consistency
Precedents
Solutions?
Next Steps Next steps & deliverables
GdAM