This document describes a visual ethnography study conducted at five local businesses in Bloomington, Indiana. It summarizes interviews with employees at each location, focusing on their daily tasks and experiences. At Landlocked Music, the employee finds organizing the store challenging because many albums fit multiple genres. At Vintage Phoenix Comic Books, the owner enjoys interacting with customers but gets bored when no one is in the store. The document then proposes two interaction design concepts aimed at better organizing the music store and increasing social connections at the comic book store.
The document describes a student's media magazine project evaluating how it uses conventions of real magazines, represents social groups, and might be distributed. The student represents young trendy males and challenges stereotypes of teenagers. Potential media institutions to distribute it include supermarkets frequented by the target audience of young rap fans. The student learned photography, design and publishing skills in creating the magazine.
The document provides details about the target audience and design of a music magazine called "My Evaluation for AS Media" created by Danielle Gare. The target audience is young girls aged 11-17 from a variety of social classes and music interests. Key aspects of the design include using informal language, photos and eye-catching colors that would appeal to this age group. The magazine aims to be interesting, informative and relaxing for its intended readers.
The document discusses what the student learned from constructing their media product. They were already familiar with Adobe programs from prior experience. They learned how to use Wordpress, SurveyMonkey, and Premiere for the first time. While familiar with design programs, they learned the importance of research, planning, and understanding the target audience when creating a magazine. The progression from their preliminary task taught them to use space better and how much work goes into the planning and research behind a successful media product.
The document describes the research and design process for a new pop magazine targeted at teenage girls. It details conducting surveys of the target audience to understand their preferences, which found they wanted image-dominated layouts, affordable prices of £2-3, and content like reviews, gossip and features. The magazine was designed with bright colors, cover lines, freebies and competitions to attract readers and give them value. Colloquial language and second-person pronouns were used to make the content feel relatable. Social media accounts were also created to engage the audience.
The document discusses how different magazines attract their target audiences through design elements like color schemes, photographs, and fonts. Scratch magazine uses masculine colors, bold text, and a photo of Lil Wayne to attract teenage boys. Blender magazine features Katy Perry on the cover in front of feminine pink text on a white background to target teenage girls. For their own magazine design, the author chooses a sophisticated color scheme of red, black, orange, and white along with stylish fonts to appeal to both male and female teenagers aged 13-18. Photos of an attractive female friend on the cover, contents page, and inside spreads are intended to attract the target female audience.
The document discusses different masthead designs for a magazine called "Totally POP". It analyzes the font choices, colors, and symbolism used in three masthead ideas. The first uses a simple black font with a bold pink font to attract the target feminine audience. The second uses childish glittery font in pink and blue, colors that appeal to the young readers and create a calming effect. The third uses a slightly italic feminine script font in dark purple, symbolizing the royalty and wealth the readers aspire to, and rebellion, attracting the audience to help achieve their dreams.
The document describes a student's media magazine project evaluating how it uses conventions of real magazines, represents social groups, and might be distributed. The student represents young trendy males and challenges stereotypes of teenagers. Potential media institutions to distribute it include supermarkets frequented by the target audience of young rap fans. The student learned photography, design and publishing skills in creating the magazine.
The document provides details about the target audience and design of a music magazine called "My Evaluation for AS Media" created by Danielle Gare. The target audience is young girls aged 11-17 from a variety of social classes and music interests. Key aspects of the design include using informal language, photos and eye-catching colors that would appeal to this age group. The magazine aims to be interesting, informative and relaxing for its intended readers.
The document discusses what the student learned from constructing their media product. They were already familiar with Adobe programs from prior experience. They learned how to use Wordpress, SurveyMonkey, and Premiere for the first time. While familiar with design programs, they learned the importance of research, planning, and understanding the target audience when creating a magazine. The progression from their preliminary task taught them to use space better and how much work goes into the planning and research behind a successful media product.
The document describes the research and design process for a new pop magazine targeted at teenage girls. It details conducting surveys of the target audience to understand their preferences, which found they wanted image-dominated layouts, affordable prices of £2-3, and content like reviews, gossip and features. The magazine was designed with bright colors, cover lines, freebies and competitions to attract readers and give them value. Colloquial language and second-person pronouns were used to make the content feel relatable. Social media accounts were also created to engage the audience.
The document discusses how different magazines attract their target audiences through design elements like color schemes, photographs, and fonts. Scratch magazine uses masculine colors, bold text, and a photo of Lil Wayne to attract teenage boys. Blender magazine features Katy Perry on the cover in front of feminine pink text on a white background to target teenage girls. For their own magazine design, the author chooses a sophisticated color scheme of red, black, orange, and white along with stylish fonts to appeal to both male and female teenagers aged 13-18. Photos of an attractive female friend on the cover, contents page, and inside spreads are intended to attract the target female audience.
The document discusses different masthead designs for a magazine called "Totally POP". It analyzes the font choices, colors, and symbolism used in three masthead ideas. The first uses a simple black font with a bold pink font to attract the target feminine audience. The second uses childish glittery font in pink and blue, colors that appeal to the young readers and create a calming effect. The third uses a slightly italic feminine script font in dark purple, symbolizing the royalty and wealth the readers aspire to, and rebellion, attracting the audience to help achieve their dreams.
This document is a media evaluation by Leo Baker of their music magazine project. Baker summarizes the conventions they used from influential magazines like Kerrang!, Q, and NME, such as a big masthead, black text, and cover lines. They also challenged conventions by using unconventional text like "American Captain" and different photography locations. Baker represents their target audience of teenagers positively by portraying celebrities as normal people. They would want their magazine published by a large institution like Time Inc. UK in order to reach a wide audience. Baker attracted their young audience through eye-catching photography, affordable pricing, and gossip content. They learned new technology skills like using Photoshop and survey tools in the process of creating their magazine
1. The document describes the creation of a music magazine targeting teenagers and young adults. Key details include using a teenage model on the cover to attract the target audience, and manipulating photos in Photoshop, such as darkening the model's lip color.
2. Various techniques are used to engage readers, such as placing attention-grabbing cover lines in spots readers typically view first. The magazine also includes sections on music, lifestyle, and fashion to draw a wider audience.
3. Distribution would likely be through established magazine retailers like WHSmith, allowing the magazine to reach a broad U.K. audience in busy public locations like train stations.
This document provides information about Abigail Crewe's media product, the magazine "Indie Wave".
The target audience is described as women ages 16-20 who like indie music, go to festivals, and shop at stores like Zara and Topshop. Most ideas for the target market came from a questionnaire showing preferences for indie rock music, Topshop/River Island, and use of Facebook/Twitter.
The magazine aims to represent its target demographic through the choice of a young female cover star displaying an approachable style. Photographs aim to show her personality and relatability to readers.
The magazine would be distributed by Bauer Media Group, also publishers of Q Magazine, to take advantage of synerg
This document summarizes an article about a male pop artist. The author chose to focus on a solo male artist so they could concentrate on one person. The article includes interesting background facts about the artist and links to related topics like the artist's clothing line. It also discusses tour dates and ticket sales. The language is casual to appeal to the target teenage audience. The article includes a short interview to break up the text and intrigue readers. Quotes from the artist and Robbie Williams are used to attract readers. The conclusion informs readers how to get more information and tickets for upcoming shows.
The document describes a music magazine the author created focused on the pop genre targeting young female audiences. Key details include:
- The magazine uses bright colors and images of popular young artists to attract young readers and allow them to indulge in information about their favorite musicians.
- Both male and female artists are featured to serve as role models or "crushes" for the target audience and intensify their desire to purchase the magazine.
- In creating the magazine, the author took inspiration from existing popular magazines like "We Love Pop" in its design conventions and layout.
- The document summarizes a student's evaluation of their music magazine coursework project.
- They discuss how they used conventions from real music magazines and attracted their target teenage audience.
- Feedback was mostly positive, with some suggestions to make the masthead font choice clearer and pull quotes bigger. The student learned photo editing and layout skills from creating the magazine.
Shahnaaz Begum 12ME Media
The document discusses Shahnaaz Begum's media magazine project. It provides details about:
1) How the magazine uses conventions of real music magazines through the cover design, font sizes, and model positioning.
2) How the magazine represents teenagers and young adults through the choice of R&B genre, language, and inclusion of music, lifestyle and fashion sections.
3) The learning experiences Shahnaaz gained through constructing the magazine, such as photo editing techniques in Photoshop and producing a higher quality product than the preliminary task.
The document discusses how the magazine addressed its target audience of teenage girls through its design elements.
It used pink and blue colors that represent love and tranquility. Images of pop artists and the target audience were included to make the magazine appealing. Casual language and direct address to "you" helped draw readers in. The price was placed discreetly to not deter readers.
The contents page used varied fonts, images, and intriguing headlines to attract attention without losing brand identity. A double page spread provided entertainment and escapism through an engaging article layout. The magazine aims to fulfill psychological needs like esteem, social interaction, and self-actualization through its content as per uses and gratifications and Maslow's hierarchy
This document contains a proposal for a music magazine called "Paper Aeroplane" by Ayat Awan. It includes sections on the magazine's proposed masthead, house style, reasons for choosing the name "Paper Aeroplane", content ideas, choice of publisher (Bauer Media), how it differs from similar magazines, intended target audience of ages 20+ in social grades A, B, C1 of both genders interested in indie/alternative rock and pop music, and sample double-page spread questions for an interview with Lana Del Rey.
This magazine targets young girls aged 7-15 from financially well-off families. This is represented through the use of a female cover model in a pink dress, as well as articles about fashion, makeup and pop stars. However, the magazine also aims to include other social groups by using various colors on the cover and images of different races throughout. It features stories meant to inspire and relate to the target audience.
Home learning Evaluation Stereotypes/Audiences anniemyatt
This document discusses strategies for attracting a target audience of 13-21 year olds to a pop music magazine. It suggests the magazine will attract this age range because teenagers have a strong interest in pop music that is commonly played and shared on social media. Both males and females of this age are interested in pop music. Images of an attractive female model were chosen for the magazine to inspire and attract female readers and attract male readers. Headlines and a double page story on an artist's career are intended to motivate and inspire younger readers. Suggested campaigns to promote an up-and-coming artist include merchandise, a clothing line, perfume or makeup line, and hosting a music festival.
This document discusses strategies for attracting a target audience of 13-21 year olds to a pop music magazine. It suggests the magazine will attract this age group because pop music is commonly played and shared on social media where teens spend time. Both male and female teens like pop music artists of both genders. The magazine aims to attract teens in social classes D and E by using casual clothing in photos that does not appear high class. Images were edited to look darker and more saturated to appeal to teens wanting tanned skin. Headlines use informal language and puns to grab attention. Suggested campaigns include music festivals, merchandise, and clothing/makeup lines to build the fan base of artists featured in the magazine across the
This document provides an evaluation of Lauren Cudworth's media studies magazine project. It summarizes the key aspects of the magazine, including its target audience (originally 14-18 year olds but changed to 17-21), genre (chart music), and unique selling point (covering multiple music genres). It also analyzes elements of the magazine, such as how the cover page conforms to music magazine conventions and how the magazine represents older music stars to appeal to both younger fans and their parents. The document recommends IPC as a potential media institution to distribute the magazine due to their experience with music magazines.
This document discusses how the magazine addressed and attracted its audience. It targeted teenagers and young adults interested in hip hop music. Bold fonts, vibrant red and black colors, and images of smoke were used to attract attention. The cover star was meant to inspire and relate to readers. Gender-neutral topics and a mix of male and female artists addressed both genders. Consistent branding with the house style and colors maintained professionalism throughout the magazine.
The document provides instructions on how to request writing assistance from HelpWriting.net. It outlines a 5-step process: 1) Create an account with a password and email. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and choose one based on qualifications. 4) Review the completed paper and authorize payment if satisfied. 5) Request revisions until fully satisfied, with the option of a full refund for plagiarized work.
The document provides details on research conducted on fanzines, including an analysis of existing fanzine products and initial ideas for creating a fanzine about musician Frank Ocean that would utilize rotoscoping techniques to feature cartoon-style images of him. References and ideas for developing page layouts, fonts, and color schemes are also included to plan the fanzine.
As keynote of the 2016 Nevada Library Association Conference, Anythink Director of Innovations and Brand Strategy Stacie Ledden discusses how Anythink transformed its organization by creating a strong brand and culture - and how the two influence each other.
- The document outlines the production plan for a magazine called "Roughcopy" targeting an alternative music genre audience.
- Key details include the monthly publication schedule at £3.50 per issue and a distribution plan focused on independent music shops rather than supermarkets.
- The magazine aims to inform readers about new music, artists, songs and tours through a formal but not overly formal style using a color scheme of red, white, and black.
The document provides instructions for requesting writing assistance from HelpWriting.net. It outlines a 5-step process: 1) Create an account with a password and email. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and choose one based on qualifications. 4) Review the completed paper and authorize payment if pleased. 5) Request revisions until fully satisfied, with the option of a full refund for plagiarized work.
This document summarizes the ways in which the author's media product uses and develops conventions of real magazines. It compares elements of the author's contents page, double page spread, and front cover to existing magazines. It discusses how the media product represents younger girls as its target audience. Finally, it proposes that Bauer Publishing would be a suitable media institution to distribute the magazine, as they have a specific teen section that would be a good fit. The target audience is identified as young girls aged 8-11.
The document discusses how malls have become important social centers in suburban areas, replacing downtown areas. It notes that malls provide gathering places for people of all ages and include various amenities beyond just shopping. The author describes experiencing social activities at malls from a young age through their current life. This includes traditions like visiting Santa Claus as a child and socializing with friends as a teenager. The document also shares photos taken by the author at a local mall, highlighting its holiday events and spaces for social interaction.
This document is a media evaluation by Leo Baker of their music magazine project. Baker summarizes the conventions they used from influential magazines like Kerrang!, Q, and NME, such as a big masthead, black text, and cover lines. They also challenged conventions by using unconventional text like "American Captain" and different photography locations. Baker represents their target audience of teenagers positively by portraying celebrities as normal people. They would want their magazine published by a large institution like Time Inc. UK in order to reach a wide audience. Baker attracted their young audience through eye-catching photography, affordable pricing, and gossip content. They learned new technology skills like using Photoshop and survey tools in the process of creating their magazine
1. The document describes the creation of a music magazine targeting teenagers and young adults. Key details include using a teenage model on the cover to attract the target audience, and manipulating photos in Photoshop, such as darkening the model's lip color.
2. Various techniques are used to engage readers, such as placing attention-grabbing cover lines in spots readers typically view first. The magazine also includes sections on music, lifestyle, and fashion to draw a wider audience.
3. Distribution would likely be through established magazine retailers like WHSmith, allowing the magazine to reach a broad U.K. audience in busy public locations like train stations.
This document provides information about Abigail Crewe's media product, the magazine "Indie Wave".
The target audience is described as women ages 16-20 who like indie music, go to festivals, and shop at stores like Zara and Topshop. Most ideas for the target market came from a questionnaire showing preferences for indie rock music, Topshop/River Island, and use of Facebook/Twitter.
The magazine aims to represent its target demographic through the choice of a young female cover star displaying an approachable style. Photographs aim to show her personality and relatability to readers.
The magazine would be distributed by Bauer Media Group, also publishers of Q Magazine, to take advantage of synerg
This document summarizes an article about a male pop artist. The author chose to focus on a solo male artist so they could concentrate on one person. The article includes interesting background facts about the artist and links to related topics like the artist's clothing line. It also discusses tour dates and ticket sales. The language is casual to appeal to the target teenage audience. The article includes a short interview to break up the text and intrigue readers. Quotes from the artist and Robbie Williams are used to attract readers. The conclusion informs readers how to get more information and tickets for upcoming shows.
The document describes a music magazine the author created focused on the pop genre targeting young female audiences. Key details include:
- The magazine uses bright colors and images of popular young artists to attract young readers and allow them to indulge in information about their favorite musicians.
- Both male and female artists are featured to serve as role models or "crushes" for the target audience and intensify their desire to purchase the magazine.
- In creating the magazine, the author took inspiration from existing popular magazines like "We Love Pop" in its design conventions and layout.
- The document summarizes a student's evaluation of their music magazine coursework project.
- They discuss how they used conventions from real music magazines and attracted their target teenage audience.
- Feedback was mostly positive, with some suggestions to make the masthead font choice clearer and pull quotes bigger. The student learned photo editing and layout skills from creating the magazine.
Shahnaaz Begum 12ME Media
The document discusses Shahnaaz Begum's media magazine project. It provides details about:
1) How the magazine uses conventions of real music magazines through the cover design, font sizes, and model positioning.
2) How the magazine represents teenagers and young adults through the choice of R&B genre, language, and inclusion of music, lifestyle and fashion sections.
3) The learning experiences Shahnaaz gained through constructing the magazine, such as photo editing techniques in Photoshop and producing a higher quality product than the preliminary task.
The document discusses how the magazine addressed its target audience of teenage girls through its design elements.
It used pink and blue colors that represent love and tranquility. Images of pop artists and the target audience were included to make the magazine appealing. Casual language and direct address to "you" helped draw readers in. The price was placed discreetly to not deter readers.
The contents page used varied fonts, images, and intriguing headlines to attract attention without losing brand identity. A double page spread provided entertainment and escapism through an engaging article layout. The magazine aims to fulfill psychological needs like esteem, social interaction, and self-actualization through its content as per uses and gratifications and Maslow's hierarchy
This document contains a proposal for a music magazine called "Paper Aeroplane" by Ayat Awan. It includes sections on the magazine's proposed masthead, house style, reasons for choosing the name "Paper Aeroplane", content ideas, choice of publisher (Bauer Media), how it differs from similar magazines, intended target audience of ages 20+ in social grades A, B, C1 of both genders interested in indie/alternative rock and pop music, and sample double-page spread questions for an interview with Lana Del Rey.
This magazine targets young girls aged 7-15 from financially well-off families. This is represented through the use of a female cover model in a pink dress, as well as articles about fashion, makeup and pop stars. However, the magazine also aims to include other social groups by using various colors on the cover and images of different races throughout. It features stories meant to inspire and relate to the target audience.
Home learning Evaluation Stereotypes/Audiences anniemyatt
This document discusses strategies for attracting a target audience of 13-21 year olds to a pop music magazine. It suggests the magazine will attract this age range because teenagers have a strong interest in pop music that is commonly played and shared on social media. Both males and females of this age are interested in pop music. Images of an attractive female model were chosen for the magazine to inspire and attract female readers and attract male readers. Headlines and a double page story on an artist's career are intended to motivate and inspire younger readers. Suggested campaigns to promote an up-and-coming artist include merchandise, a clothing line, perfume or makeup line, and hosting a music festival.
This document discusses strategies for attracting a target audience of 13-21 year olds to a pop music magazine. It suggests the magazine will attract this age group because pop music is commonly played and shared on social media where teens spend time. Both male and female teens like pop music artists of both genders. The magazine aims to attract teens in social classes D and E by using casual clothing in photos that does not appear high class. Images were edited to look darker and more saturated to appeal to teens wanting tanned skin. Headlines use informal language and puns to grab attention. Suggested campaigns include music festivals, merchandise, and clothing/makeup lines to build the fan base of artists featured in the magazine across the
This document provides an evaluation of Lauren Cudworth's media studies magazine project. It summarizes the key aspects of the magazine, including its target audience (originally 14-18 year olds but changed to 17-21), genre (chart music), and unique selling point (covering multiple music genres). It also analyzes elements of the magazine, such as how the cover page conforms to music magazine conventions and how the magazine represents older music stars to appeal to both younger fans and their parents. The document recommends IPC as a potential media institution to distribute the magazine due to their experience with music magazines.
This document discusses how the magazine addressed and attracted its audience. It targeted teenagers and young adults interested in hip hop music. Bold fonts, vibrant red and black colors, and images of smoke were used to attract attention. The cover star was meant to inspire and relate to readers. Gender-neutral topics and a mix of male and female artists addressed both genders. Consistent branding with the house style and colors maintained professionalism throughout the magazine.
The document provides instructions on how to request writing assistance from HelpWriting.net. It outlines a 5-step process: 1) Create an account with a password and email. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and choose one based on qualifications. 4) Review the completed paper and authorize payment if satisfied. 5) Request revisions until fully satisfied, with the option of a full refund for plagiarized work.
The document provides details on research conducted on fanzines, including an analysis of existing fanzine products and initial ideas for creating a fanzine about musician Frank Ocean that would utilize rotoscoping techniques to feature cartoon-style images of him. References and ideas for developing page layouts, fonts, and color schemes are also included to plan the fanzine.
As keynote of the 2016 Nevada Library Association Conference, Anythink Director of Innovations and Brand Strategy Stacie Ledden discusses how Anythink transformed its organization by creating a strong brand and culture - and how the two influence each other.
- The document outlines the production plan for a magazine called "Roughcopy" targeting an alternative music genre audience.
- Key details include the monthly publication schedule at £3.50 per issue and a distribution plan focused on independent music shops rather than supermarkets.
- The magazine aims to inform readers about new music, artists, songs and tours through a formal but not overly formal style using a color scheme of red, white, and black.
The document provides instructions for requesting writing assistance from HelpWriting.net. It outlines a 5-step process: 1) Create an account with a password and email. 2) Complete a 10-minute order form providing instructions, sources, and deadline. 3) Review bids from writers and choose one based on qualifications. 4) Review the completed paper and authorize payment if pleased. 5) Request revisions until fully satisfied, with the option of a full refund for plagiarized work.
This document summarizes the ways in which the author's media product uses and develops conventions of real magazines. It compares elements of the author's contents page, double page spread, and front cover to existing magazines. It discusses how the media product represents younger girls as its target audience. Finally, it proposes that Bauer Publishing would be a suitable media institution to distribute the magazine, as they have a specific teen section that would be a good fit. The target audience is identified as young girls aged 8-11.
The document discusses how malls have become important social centers in suburban areas, replacing downtown areas. It notes that malls provide gathering places for people of all ages and include various amenities beyond just shopping. The author describes experiencing social activities at malls from a young age through their current life. This includes traditions like visiting Santa Claus as a child and socializing with friends as a teenager. The document also shares photos taken by the author at a local mall, highlighting its holiday events and spaces for social interaction.
Caroline Smith visited six stores - four in Brooklyn and two in Washington D.C. - and provided detailed observations of each store's exterior, interior environment, personnel, products, and hidden opportunities. For the first store, a stationery store in Brooklyn, she noted the colorful window display, warm interior colors and wood floors, calm atmosphere, and high-quality merchandise arranged by function and theme.
Paying attention - The Shopping ExperienceMariana K
This presentation is all about the detail. Therefore, you will be required to pay attention to its details in order to follow it.
Remember… Look closely!
This document summarizes the process and outcomes of creating a mock magazine cover and contents for a media production evaluation assignment. Key points:
1) The magazine cover challenges conventions by having the masthead at the bottom and only one main headline, aimed at a niche market of older teenagers.
2) The magazine represents the grunge subculture through fashion choices, fonts, and themes aimed at a loyal niche audience.
3) The magazine would be distributed for free through independent stores and funded through advertisements, with a small print run targeting local areas.
4) The intended audience is typically older teenagers and young adults interested in underground music scenes and culture.
The student learned several new technologies in developing their media product from their preliminary task. They used WordPress and SurveyMonkey for the first time and found them easy to use. They also used Premiere video editing software for the first time and enjoyed incorporating videos despite initial difficulties. While familiar with Adobe programs from prior learning, the student improved at using space and balancing images and text based on feedback. Overall they gained appreciation for the research, planning and collaboration required to produce a professional magazine.
TSL3133 Topic 14 Writing The Action Research ReportLucie Nicolas
The document provides instructions for requesting and completing an assignment writing service through the HelpWriting.net platform. It outlines a 5-step process: 1) Create an account with a password and email. 2) Complete an order form with instructions, sources, and deadline. 3) Review bids from writers and select one. 4) Review the completed paper and authorize payment. 5) Request revisions to ensure satisfaction, with a refund option for plagiarized work.
My Favorite Room Essay. Exploring the Comforts of My Bedroom Free Essay ExampleMegan Wilson
My Favourite Living Room Essay | Baci Living Room. Descriptive Essay On My Ideal Bedroom | Homeminimalisite.com. My favourite room - ESL worksheet by cristinamargarida. My Favorite Room Essay – Telegraph. How To Describe Your Room In English | Psoriasisguru.com. My favourite place essay - Get Help From Custom College Essay Writing .... Writing my favorite room paragraph. Exploring the Comforts of My Bedroom Free Essay Example. My room essay creativesavantz.com.
Parvana's Journey Free Essay Example. Parvana Essay Introduction (Part 1/3) - YouTube. Parvana Essay - Body Paragraph (Part 2/3) - YouTube. PPT - Parvana PowerPoint Presentation - ID:2827666. Parvana Essay Conclusion (Part 3/3) - YouTube. Parvana's Journey Photo Essay Determination by VACK VUNN. PPT - Parvana by Deborah Ellis PowerPoint Presentation - ID:2325127. ⇉Parvana's Journey by Deborah Ellis Book Report Essay Example | GraduateWay. Parvana essay - How to Write a Good Essay: Finest. PARVANA The Breadwinner Deborah Ellis Student Workbook HIGH SCHOOL ELA. This essay is comparing and contrasting two books, by ______ and by. Parvana deborah ellis essay. Give Examples of social injustice? We see the social injustice against ....
FrenchBK Presents: C+C // The Innovasion IssueAlisa Leonard
This document contains interviews with various entrepreneurs and founders. It discusses their personal mantras, interesting facts about themselves, how they got started in their projects or businesses, where they find inspiration, and what they want to create or cultivate in the upcoming year. The interviews provide insights into the thinkers and makers working on innovative projects.
This document provides an analysis of Lilly Trkulja's media studies evaluation presentation. It examines how her media product uses conventions of real magazines through comparisons of its contents page, double page spread, and front cover to existing magazines. It represents a particular social group of younger girls through its focus on fashion, music, and celebrities. The intended audience is girls ages 8-11. Bauer publishing would be a suitable institution to distribute the product as it has a section targeting teens with magazines about celebrity, entertainment, fashion, beauty, and relationships.
The document summarizes a media studies evaluation presentation by Lilly Trkulja. It discusses how her media product, a magazine, uses conventions of real magazines through comparisons of elements like the contents page, double page spreads, and front cover. It represents a social group of younger girls through imagery, font, and topics. The magazine would be distributed by Bauer publishing, which has a teen section fitting the target demographic. The intended audience is girls ages 8-11, and the front cover attracts readers through gossip-fueled headlines and references to popular music. The process of creating the magazine taught lessons about technologies like cameras, editing software, and formatting challenges when uploading media.
This document contains an evaluation by Lilly Trkulja of her media studies presentation project. It includes comparisons of elements from her media product to real magazines, such as the contents page, double page spread, and front cover. It discusses how her product represents a target audience of young girls and how she attracted this audience through visual elements, language, and topics covered. The document also reflects on what Lilly has learned about technologies and the progression of her skills from her preliminary school magazine project to the completed pop music magazine product.
This document summarizes the author's observations from visiting various stores in Argentina. The regional products store had a neat display that made ethnic products easy for tourists to find. The interior design store had a modern yet cozy atmosphere and knowledgeable employees. The nursery store created a magical environment like being in a mini jungle. In contrast, the music store lacked background music, compromising the shopping experience. The candy store was in need of renovation and had unappealing products. The women's clothing store had rude employees and a disorganized display. However, the coffee shop impressed with its knowledgeable seller and inviting atmosphere. Overall, the author concludes that to succeed a business must offer a quality product and experience
Similar to Interaction Design Method - Visual Ethnography (20)
The document outlines plans for a fieldwork study exploring intimacy in polyamorous relationships. It provides background on polyamory as an alternative to monogamy that involves having multiple loving relationships simultaneously with consent. The researchers conducted interviews with members of the local poly community and a researcher to understand different experiences and perspectives. Several themes emerged around communication, privacy, jealousy and time management in poly relationships. The researchers plan to use participatory design methods to further explore solutions to challenges in polyamory and how technology could help facilitate poly relationships.
This document outlines a research study exploring intimacy in polyamorous relationships through participatory design. The researchers conducted interviews and affinity diagramming to identify key areas of communication, privacy, jealousy, and scheduling. They then held a participatory design workshop using a new "body prototyping" method, where participants designed communication technologies by prototyping concepts on their bodies. The goal was to empower the polyamorous community to design solutions for themselves through a future-focused scenario and collaborative process.
The document describes several design concepts for communication technologies in polyamorous relationships that were generated through participatory design workshops and discussions:
1) A system that detects partners' emotions and shares them openly to promote radical honesty, though it would not share details of feelings.
2) A basic tracking device that partners could use to view each other's locations but could be turned off for privacy.
3) A forcefield for conversations that would allow privacy while maintaining openness by only transmitting information within the forcefield.
4) Smart clothing that becomes increasingly uncomfortable until a difficult decision like breaking up is made, providing relief afterwards as a motivator.
The document describes the results of user testing of a behavioral prototype. A subject tested out various features of the prototype including taking a photo, recording a video and audio, tagging people, writing captions, playing videos and audio, searching, and viewing a family tree. For each feature, the subject's reaction and action are photographed and described. The subject was generally able to intuitively use the features after being exposed to similar prior features, with some minor confusion over navigation.
1. Team Flux created a paper prototype of Griot, an interactive family scrapbook made of flexible, touch-responsive pages that can record memories like photos, videos, and audio and share them with other family members.
2. They tested the prototype's features such as taking photos, recording video and audio, tagging people, writing captions, playing media, and searching by conducting tests with subjects and observing their reactions and interactions.
3. The tests showed that subjects were able to intuitively use features like taking a photo after seeing the camera interface and playing back their recorded audio, but were confused by some aspects like tagging friends without social network integration and page navigation.
Interaction Design Method - Cultural ProbeMelissa Tang
The document summarizes a culture probe project exploring pre-loss emotions between twin sisters who are graduating college and moving to different cities. The probe package was designed as a worn travel bag containing personal items. These included a boarding pass, soft toy, CD case, photo frame, menus, notebook, and movie slate. The items were intended to prompt memories and reflection on their close relationship before the impending separation. Both subjects found the boarding pass and bag realistic. The soft toy and CD case elicited reflections on shared experiences, though not strongly about their bond. Overall the probe provided insights into pre-loss emotions but could have been improved.
The document outlines a fieldwork plan to explore intimacy in polyamorous relationships through user research. It provides profiles of 4 participants involved in polyamorous relationships, including "E", "J", "M", and researcher Justin Garcia. The researchers' initial perspectives and lack of familiarity with polyamory are also described. The objectives are to understand how polyamorous individuals manage privacy, communication, and time across multiple relationships through potential technology solutions. Methods include interviews, experience mapping, and a participatory design workshop with the polyamorous community.
This document analyzes the artifact of transparent adhesive tape. It describes the tape's construction of polypropylene film wrapping a plastic hollow column. The tape has four layers: adhesive mass, backing, keying coat, and release coat. It functions as a transparent, sticky material for sealing envelopes and repairing paper. Transparent tape was first developed in 1845 and further advanced by 3M in the 1920s for automotive masking. The document discusses reappropriating tape for attaching command hooks to irregular surfaces and using it as a ruler or mask for painting.
1. The document summarizes insights generated from an affinity diagram analysis of data collected from a contextual inquiry on everyday design problems.
2. Key insights included constraints, motivations, aesthetics, and processes that tie into participants' understanding of DIY projects, as well as the welcoming and caring nature of the participants.
3. After further analysis, additional insights were generated regarding the mindset and background experiences that influence participants' engagement in DIY projects.
Two women were interviewed about various DIY projects they had undertaken in their home. The projects ranged from utilitarian modifications like converting a cedar chest into a cat box enclosure to aesthetic changes like using wrapping paper as wallpaper in the dining room. The women found inspiration on sites like Pinterest and enjoyed repurposing used items to save money. They valued the sense of accomplishment from completing projects quickly and modifying designs as needed. Any "Internet of Things" or creativity tools should allow for flexibility, encourage reuse of materials, and enable rapid prototyping to match these women's approach to everyday design.
This document summarizes a diary study conducted to understand mundane technology use. The diary study participant was a Chinese international student adjusting to life in the US. Her diary and interview revealed that she uses her iPad heavily for entertainment, communication, education and transportation. She relies on social media and messaging apps to stay connected to friends and family abroad. The study provides implications for designing technologies that better support multitasking, easy access to information, and personalized location-based notifications to assist users.
This document summarizes 10 concepts for home products that were developed using the Elito method of data analysis. The Elito method involves listing observations from ethnographic research, making judgments, identifying possible user values, conceiving insights, and developing key metaphors to ideate concepts. The concepts developed include a self-cleaning food processor, a coffee table with a built-in fridge and freezer, an electronic album that displays vocabulary words, digital gaming cards, a centralized "mega-PC" home computing system, a system for switching home art displays, a shifting knife that changes based on the food being cut, a gaming/work headset that provides alerts from the home, an IoT object location system, and laundry tags that light
The document proposes redesigning a timepiece to improve the experience of exam timing. The current issues are that students cannot easily see the time during an exam due to messy desks or focusing on problems. The revised design integrates a timer into a pen where the length shrinks over time to visually indicate time remaining. When time is up, writing with the pen is disabled to ensure students stop writing. This new timepiece allows students to always be aware of time left and prevents teachers from worrying about students continuing after time ends.
This document summarizes an interview with two women, S and B, about various do-it-yourself (DIY) projects they had undertaken in their home. The projects ranged from repurposing furniture for new uses to building a patio couch from pallets. S enjoys large DIY projects that serve multiple purposes. The interview explored their mental models and motivations for the projects, which included saving money, personal enjoyment of creating things, and fitting their aesthetic vision for their home. Key tools mentioned were a reciprocating power saw and leftover "oops" paint. Their approach emphasized gathering supplies inexpensively and completing projects quickly. Both the process and finished projects were important to them.
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3. 1
Study Process
In deciding what aspects of Bloomington we wanted to study, we made a list of locations and areas we were
familiar with, or that we found important to the daily lives of Bloomington residents. Upon reviewing our lists,
we found a theme of local business among all of our entries. Bloomington prides itself on how welcoming it is to
start up businesses, many of which are focused on niche markets and/or service to the community.
Five locations were identified that fit the criteria of niche market or community services, Landlocked Music,
Vintage Phoenix Comic Books, Boxcar Books, the Monroe County Public Library, and Bloomington Animal Care
and Control. Once we identified our subject at the location, introduced ourselves, and had permission by all those
involved to conduct the study, we shadowed our subject for 15-20 minutes, taking photographs of them as they
worked. Upon conclusion, we reviewed the images and asked the subject follow-up questions, such as, what do
they find the most rewarding, the most difficult, and questions specific to what we saw them doing during the
shadowing process.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
4. 2
Subject #1
Cyrus - Landlocked Music
Cyrus appears to be in his late 20s - early 30s, male, and caucasian. Upon entering the store and starting the
observation process, he was pricing LP records at the store counter and placing them where they belonged on
the sales floor one at a time, moving very quickly, as if he knew exactly where it would go without having to put
much thought into it. He returns to the counter and repeats the process two-three more times when a customer
brings an item to the counter and Cyrus begins the checkout process. As he is checking the customer out, the
phone rings, and cyrus speaks the person on the phone at the same time as working with the person at the
counter. Cyrus states working here has helped him learn a lot about music and he finds the most rewarding part
to be helping a person find what they are looking for, especially if it is something more obscure. The most difficult
being when someone asks him about something he is less familiar with, such as an artist knows nothing about
or about the quality of an album. He also stated that while he feels as if he has a pretty good grasp on where
everything is in the store, there is a lot of grey area as to where items could possibly belong in the store, since it
is organized by genre, due to the fact that many items can fit in more than one genre. When a person comes in
asking for something that could fit in many areas, he has to check all of them to make sure he is not overlooking
the item, saying they do not having something when they actually do.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
5. 3
Subject #1
Narrative:
“It can become difficult when it comes to where items go in the store and how it is all organized...we organize the
store by genre...but many items can fit in many genres, so I have to guess sometimes where something belongs.”
When a person enters the store, the may not know what they are looking for, but have an idea of what they want.
It is important for him to make sure that all the items are easy to find and available for patrons to buy when in the
store.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
6. 4
Design Direction
Landlocked Music:
Album Case
Cyrus stated that many albums fall under more that one music genre, and therefore it is sometimes difficult
for him to decide where something should go within the store’s organization scheme and be in a place where
the person looking for it can find it. If someone asks him about an album, he then has to look in several places,
possibly overlooking it and losing a sale. He says that many times, there is just too much grey area for an album
to fit in one spot, so he just has to guess and hope the person who is looking to buy the album is able to find it.
This design is meant to help both the shopkeeper
and the patron be able to find and album that
could fall under multiple music genres. For
example, an albums such as Pink Floyd’s Dark
side of the Moon could be classified as both rock
and folk. But typically in a store setting, it can
only be placed in one section, possibly hidden
where a person who thinks it fits under the other
genre. When the patron tells the shopkeeper
what he is looking for, the shopkeeper can
trigger the album case to make noise or vibrate
and be able to locate the album quickly without
risk of overlooking the album or not sure under
what genre the album was placed.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
7. 5
Design Direction
Landlocked Music:
Album Rack
As stated in the the rationale of the previous concept, Cyrus has much difficulty when it comes to where albums
fall within the store’s organization, many times he has to guess where something should belong in the store and
hope that if a patron is looking for it, they are able to find it easily.
This album rack is designed so it can recognize the item which is placed on the rack. Each item has a tag placed
on it that is used for classification and to identification. Only albums that fall under the genre the tag describes
can be put in the rack, or the rack itself would
set off an alert to notify the person they
put the album in the wrong space. This rack
enables a person to easily keep items grouped
together and not worry about putting items that
should belong together in the wrong place or
potentially not knowing where something is in
the store. With the tag also serving as a form of
identification, the store can easily keep a record
of where everything is and be able to help a
patron quickly in the event they are not sure
where something should be.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
8. 6
Subject #2
Matt - Vintage Phoenix Comic Books
Matt is male, appears to be in his late 30s- early 40s, and caucasian. When entering the store, he was assisting
two customers at the sales counter. When they leave and we spoke to him, he stated that we probably would not
see him doing a whole lot, which he was needing to purchase a new computer for the store. Even when another
patron entered the store, he did not say anything to them and kept working on the computer. He sat there
quietly working until a woman, possibly in her early 20s came in, walked up to the counter, and stated she was
interested in getting information about setting up a subscription through the store. Matt remained cut and dry,
just explained the information on the sheet he gave her, got her information to set up the account, and she was on
her way, leaving the store without looking around -- this while the prior patron had entered the store still had not
said anything. When asked about his experience in the store, Matt said he found being able to work with items
he grew up with the most rewarding and being able to work with the people who came into the store. He said it
was the children who came into the store with their parents that would brighten up his day, as he saw the children
getting to read the same books their parents read when they were kids. Unfortunately though, Matt stated he
gets bored easily in the store and has to find something to do, especially since he is there every day running the
business. He usually stays steady with two to three people in the store at one time and says he looks forward to
free comic book day, the first Saturday in May every year as he will do about two weeks worth of business in one
day. He states that while he is the only employee, he never has issues with keeping up with all the people in the
store, stating people are pretty patient or enter the store knowing exactly where the item they are looking for will
be.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
9. 7
Subject #2
Narrative:
“We have a website, but do not sell anything online...I like having the personal contact with people when they
come into the store...I get to help people find what they are looking for, put together their subscriptions, and
introduce them to new items when they are in the store.” The focus of the store is service and catering to the
needs of a patron. These sort of things are lost on an online environment, because then, it becomes a self-served
business and connections to other people are lost.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
10. 8
Design Direction
Hi, Comic fan!
Matt stated while we were in the store that he really liked the personal relationships he has been able to form
while working at Vintage Phoenix Comic Books. Either through working with parents or children, or helping
people manage the subscriptions he distributes through the store, he enjoys getting to know people through his
interest and passion.
For this design, which is an add on
for the mobile Facebook app, when
two or more people who both like the
same public comic page in Facebook
both walk into the Vintage Phoenix
Comic Books, their phone will vibrate
at the same time to alert them there
is another person in the store who
also follows the same series. Working
under the guise that Matt described,
this app would help make the store
into more of a community center,
where fans of the same comic book
series can easily meet each other and
discuss their comic book collections
or their stories together. Matt
mentioned that he could get bored
easily in the store when he is there
by himself, this app could turn the
store into more of a meeting place,
where fans can go, not only to get the
newest issue, but also meet people
they know have the same interests as
them.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
11. 9
Design Direction
Recommendation Board
Matt stated he really enjoys it when he is able to help patrons find new comic book series or when children
come in getting their first comic books. However, when people come in asking for something new because they
next book they are wanting does not come out for a while, he has a hard time recommending what they would
possibly like or if what they may want is more obscure in nature. He has to ask what they have read already and
what are some of the things they are
looking for. If the patron is unsure
of this, then Matt has to guess, much
like Cyrus over in Landlocked Records
when someone asks him about
something he is unfamiliar with.
For this concept direction, we have an
augmented reality board. If you look
at this board directly, there is nothing
on it, it is just a decoration board with
nothing on it. However, when the
patron opens the app for the comic
book store, they are able to hold their
phone in front of the board and by
using the camera, augmented reality
shows recommend comic books in the
store, based on your shopping history
and personal preference profile, as
well as reader reviews and opinions
other people have written about the
books.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
12. 10
Subject #3
Nick - Boxcar Books
Nick is a volunteer at Boxcar Books, saying that he does not work there on a steady schedule, that he goes in off
and on. He is male, appeared to be in his mid-20s, and of Asian descent. Sitting at the counter for quite a while,
with music playing through, what sounded like a low quality speaker, and working at the computer, Nick did not
appear to pay much attention to the patrons in the store, some sitting on the couches near the store counter,
another walking around the store browsing the books available to buy. He seemed very quiet and would rather
keep to himself. Out of the blue, almost randomly, he took a book out of the box, put a sticker on it, walked over
to a shelf and searched where it should belong in the store, stating, “why is it that when I’m putting something
where it belongs, I forget how the alphabet works?” He then returned to the counter and continued working
on the computer. When it came time to ask the follow-up questions, Nick stated the most difficult thing he has
had to deal with is helping keep the store sustainable. Boxcar Books is a non-profit organization that, with their
sister organization Pages for Prisoners, helps send books to prisons for inmates to self-educate themselves and
be able to positively contribute to society upon release. He believed that a lot of people want to think the store
is doing alright since it has been around for 12 years, though they are usually struggling to survive, especially this
past winter when foot traffic declined due to cold. As a result, they must continually plan events to get people to
come into the store and finding new ways of reaching out for donations. Nick stated that his favorite thing to do
every year to help raise funds for the store is the annual Rock-n-Roll Prom. He says he volunteers here because
he knows he is making a positive impact on another person’s life, and because of that, he does not mind having to
work the way he has to in order to keep the store running.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
13. 11
Subject #3
Narrative:
“We are constantly having to get word out about our mission and trying to get more people to come to the store...
we are a non-profit business and sometimes struggle to remain profitable...we post signs, but much of what we do
is online and through social media to let people know what events we are holding.” “We must also try to cater to
people as much as possible to keep them coming back to the store, we recently stopped carrying text books and
that has hurt us, but if someone comes in looking for a book, we can order it for them.”
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
14. 12
Design Direction
Mobile Boxcar Books Text Book Order and Event App:
While shadowing Nick at Boxcar Books, he mentioned the store
has taken a financial hit recently due to the decision to stop
carrying textbooks -- but if a person wanted to order their books
through the store, they could do so. Another thing he mentioned
the store does is put on events to raise money and awareness for
the store’s sister organization Pages for Prisoners.
This app brings those two aspects together. The app is designed
to order any book through the store by entering either the ISBN
number or the barcode, see how much they can buy it for, and
order it, making it available for pickup at the store. This way,
the store can reclaim some of their lost textbook revenue and
encourage more foot traffic into the store. The other feature
of this is an events calendar. Nick stated they usually rely on
Facebook or posters around Bloomington to advertise events
the store is putting on. This app would display all the scheduled
events in one place where the user can see all of them together
and not worry about overlooking it on a post or missing a
Facebook event, therefore making sure everyone who may be
interested in the event and the store’s mission knows what, when,
and where something is happening.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
15. 13
Design Direction
Boxcar Books Sustainability Window Display/Mobile App/Facebook App:
When speaking to Nick, he stated the store
has been struggling to survive the past few
months due to decreased patronage -- most
likely due to the extreme cold. He also
states that he believes many people think
the store is in good shape, due to it having
existed for 12 years already, when in fact
the store is struggling to survive month to
month, not being able to add new stock or
feed into the Pages for Prisoners Project.
This design has four parts. Beginning at the
cash register, the money gained from a sale
feeds into a window display, a mobile app,
and a Facebook Newsfeed app. The store
sets how much money it needs to earn that
month in order to sustain itself that month
and at the bottom, like a thermometer,
it shows how much money the store has
been able to collect so far this month. By
publically showing how much money the
store and the sister organization make each month, it can show how much is needed to sustain itself and remain
open and show that, even though they have been open for 12 years, they still need the constant patronage in
order to continue with their mission.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
16. 14
Subject #4
D’Arcy - Monroe County Public Library
D’Arcy works in the catalogue department of the Monroe County Public Library, according to her, only once every
two weeks. She appears to be in her mid-60s, female, and caucasian. Sometimes, though, when help is needed
she works in other departments as well, on this day in particular, she was working in the media reserves. She likes
working with books and helping keep the library organized. Her normal job includes seeing lots of books, look at
them, know what these books are talking about, and where they should belong within the library collection. When
she works in departments of the library, she is not familiar with, D’Arcy typically has to answer people’s questions
and help them to find item, and even though she works in the area that says where in the library collection
something should belong, she is not very familiar where everything is on the library floor. When someone asks
for something, she has to sort through and figure out where it should be as well. She likes finds books, helping
people get the items they are looking for, and getting to know the library patrons the most rewarding part of her
job -- though since she does not live in Bloomington, she rarely sees anyone from the library when not working.
Though she works with books and recordings like other retail store, it is different to work in the library and many
times it does become somewhat difficult when enforcing the rules. “Here we have rules... you have to apply the
rules, whether you like it or don’t like it. While retail is more focused on catering to the consumer, they cannot do
that in the library. Fines must be put in place when something is late or damaged, as well as when something has
a long waiting list, people must be patient and wait their turn. The library runs on a tight budget and cannot buy
new items on a whim or let people get by without paying the fees assessed when disobeying the rules.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
17. 15
Subject #4
Narrative:
“I do not typically work in this area, so I am not very familiar with it, I typically work in cataloguing.” “My regular
position does not have me working very closely to the library patrons, I enjoy it when I do, but I’m not familiar
enough with where the items are out here to know where to find something quickly...I have to go look for it too,
I’m usually able to find it, but I have to look.”
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
18. 16
Navigation app in the library:
While D’Arcy states that she works at the library, she is not all
that familiar with the collection floor. She typically works behind
the scenes in the cataloguing department and only works in the
public space when they need her to. This day in particular, she
was placed in the media reserves area, an area that she is not very
familiar with at all. Due to her experience with cataloguing, she
is able to find where items should be, but like a patron, she has to
shuffle through many shelves to find the location of the item she is
needing to find for either herself or for a person that is unable to
find it.
This mobile app uses augmented reality technique. When D’Arcy
is looking for a book/recording in the library, she would be able
to open the app and turn the camera to the floor. She would then
an arrow on the phone’s screen, which leads her to find the book/
recording she is needing to find. The app would then guide her, by
showing which shelf the item is located on and about where within
the stack it should be located. I’m usually able to find it, but I have
to look.”
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
Design Direction
19. 17
Light in the spine:
As stated in the previous concept, D’Arcy is not used
to working the different areas of the collection floor
and when someone asks for her assistance finding
something, she has to go through the many racks of
books in order to find the item as well, even though
she has an advantage with understanding the various
organization systems libraries use.
The light in the spine helps readers to find the book in
the shelf. When reader want to find certain book, he or
she would be able to call the book through the request
system in the library. Whether it be the librarian or the
patron looking for the item on the shelf, they would
not have to sort through the books looking for call
numbers, they would just need to look for the flashing
light on the shelf in the area the book should be
located.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
Design Direction
20. 18
Subject #5
Jason - Bloomington Animal Care and Control
Jason is in his early 20s, caucasian, male, and a volunteer at Bloomington Animal Care and Control. He loves
animals and enjoys working with them, helping them find homes. His job include playing with the animals, finding
potential owners for the animals, communicating with people who want to adopt animals, letting them know
which animal would work best in their lives, since each one is different, making sure all of them are fed, keeping
the kennels clean, among other tasks necessary to keep the animals healthy and the shelter operating as best as
possible. When began the shadowing process, the shelter was holding their weekly Free Feline Friday and he had
to go find the cat a woman had adopted from the cat’s space. He found the cat, named River, but it was sleeping
on a high shelf. He appeared annoyed when he had to get the ladder, but also seemed excited that one of the
animals was getting to go home with their new owner. When getting the cat down, Jason stated, ”some dogs are
very shy, you know sometimes you have to sit there for five minutes for them to get used to you before you put
the leash on. Cats are… in fact, I’m more afraid of cats...they can scratch you a lot more.” We saw this when the
new owner of River was getting her picture taken with the cat, being celebrated as the 437th adoption of 2014
started to get scratched by the cat when the he wanted to be put down. Jason says he likes volunteering at the
animal shelter and finds being able to find the animals good homes the most rewarding. He gets to see a dog or a
cat come in, that is completely lost and has nowhere to go find a companion and a new life. Though many times,
he finds himself becoming too attached to many of the animals in the shelter and becomes sad when they get to
go home, he no longer gets to see them anymore, but knows it is best for them.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
21. 19
Subject #5
Narrative:
“I like volunteering here because I get to help the animals find good homes.” For Jason, “it’s also really difficult
when an animal you have gotten kind of close to is adopted, you don’t get to see them anymore.” “I’m actually
kind of scared of cats, when I go to pick one of them up, they scratch and it hurts...I like being around the dogs
more cause they are more playful and don’t hurt me.”
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
22. 20
Cat Elevator:
When we met Jason, he was getting a cat that had just been
adopted. However, when he got to the room where the cat was
located, it was sleeping on a high shelf unable to be reached. He
had to go get the ladder, and while getting the cat down, he was
scratched, almost lost his balance for as big as the cat was, and
still had to reach in order to get the cat down.
Cats usually like high places, but it is difficult for people to get to
them when they are in these high places. This cat bed elevator
could help Jason adjust the height of the cat bed when one is on it
and he needs to get it down for a person looking to adopt it. If he
would have lost his balance and fell while reaching for the cat, he
could have not have gotten himself hurt, but that cat as well. This
design would allow Jason to get the cat down, either by it jumping
off as soon as the bed’s elevation changes or him being able just
pick it up calmly when it reaches a suitable height.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
Design Direction
23. 21
Rescue Update:
Jason stated, while we were shadowing him, the hardest
part of working at the animal shelter is having to say
goodbye to an an animal that has been adopted and he
has grown close to. He knows they are moving on to a
better life in their new home, but wishes he could still see
them and hear how they are doing.
Every animal that is brought into the Bloomington Animal
Care and Control center is fitted with a microchip that
identifies them in the event they are lost or run away. Can
this chip also be used to allow the new owner to update
the shelter how they are doing in their new home? The
design here is just a simple text entry field, that allows
the user to upload pictures as well, that allows the new
owner to journal and let the people who helped take care
of their rescued pet, know how they are doing and feel as
if they are still a part of animal’s life and vice versa. The
entries, when submitted are automatically e-mailed to the
center and the animal identified through the microchip
identification number.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
Design Direction
24. 22
Using the visual ethnography method provides designers insights into user behaviors in image form. Though
the use of photography, it is able to create insights by having visual aids -- allowing the researcher to go back
and see exactly how it was when they were conducting the field study. The visual samples contain more
information about the environment than simple field notes, which help us understand more about the context.
As a result, we can revisit field sites after the visit by reviewing the photographs again and again in order to
generate new or more useful design insights based on new items that we see that we may have missed the first
time.
However, there are some disadvantage of visual ethnography. The first person we spoke to to see if they
would be interested in being our subject, he refused, stating that he did not like being photographed. Many
times is not very easy to get permission to take pictures of some people, as they be suspicious of what your
true intentions may be, which is the reason we decided against trying to recruit someone working in a local
restaurant or butcher shop. As researchers using this method, we must remember to be sensitive to the rules
businesses have about photographing in the store and how comfortable people are having their picture taken.
The best thing to do is establish trust first, let them know we are who we say we are and not someone out to
hurt them in the long run by taking photos showing compromising actions or items.
Even though we got permission of all our subjects to photograph them as they were working, we still may
miss some important observations. Many times when a person knows they are being photographed, they act
differently to some extent, either trying to show they do more than they normally do or trying to make sure
everything looks as best as possible for the camera. The visual sample not reveal some parts of the subjects’
lives as they may be trying to hide certain things from being photographed and seen by many people.
I 543 Interaction Design Method | Visual ethnography | Mitchell Spicer, Melissa Tang
Reflection of The Use of Visual Ethnography As A
User Research Approach For Interaction Design: