At the start of this project we have been informed about our upcoming brief; which was to create a publication; could have been any sort of publication with any sort of media as long as it showed a publication, another thing we have been told we are in charge of what our publication is going to be about therefore we could have create any sort of article which we thought would be interesting.
Once the briefing was done, we got told to form a group no bigger than 4. I chose to work with Bank, Ryan and Saad as we all are good friends but also we have similar interest which I thought would come in handy.
Once we sorted our groups we have been told to research into design practice which interests us and we would like to work in.
Danielle Arvanitis discusses how designers often design for the wrong audience. She provides examples of designing for oneself, design peers, marketing, patents, and gatekeepers rather than actual users. This can lead to unusable products and unhappy users. She emphasizes the importance of hiring designers with different skills like structure, behavior, and presentation. Designers should also be evaluated based on their temperament - whether they are ego-driven and focused on trends or service-driven and motivated to solve users' problems. Designing for the right audience requires considering users' actual needs, skills, and goals rather than just appearances.
Hi' that's my personal portfolio of those late years (2015 to 2017).
I am working for Orange in Ivory Coast/Cote d'Ivoire for 2 years. My job as Lead UX designer is to help marketing team create and maintain great user satisfaction.
For exemple I worked on Apps, dealing with graphic and customer journey modifications. We worked in agile mode helping us in the delivery.
I've also done field searches using design methods (quanti & quali). The main objective was to ensure maket fit and if not imagine others solutions.
Feel free to get in touch with me,
I'm open to any ideas, opportunities and side projects (furthermore if it's for Africa) :)
Luke Pirie is a communication designer with over 10 years of experience in graphic design, web design, video production, and game design. He has a BA in Design Studies from the University of Otago and has worked at various design firms and as a university tutor. His portfolio includes branding projects, print materials, websites, videos, and an educational game about conflict resolution.
This document provides an overview of UI patterns for user input, controls, and navigation. It discusses common UI patterns like forms, menus, searches and discusses best practices for using patterns. It emphasizes the importance of consistency both within a design system and with external expectations. It also discusses testing new patterns with users to innovate while still meeting expectations. The document provides many examples of patterns and guidance on selecting, applying and improving patterns for user experience.
The document discusses color theory and its application to web UI design. It covers:
- The emotional impacts of different colors, such as red being stimulating and blue being calming.
- How to combine colors through contrast, with contrasting colors 3 steps apart on the color wheel attracting attention, and complementary colors opposite each other creating a pleasing aesthetic.
- A case study of a website that effectively uses different background colors matched to the emotional tone of text on the page.
Dont serve burnt pizza by Jiaona "JZ" ZhangDavid Mullings
This document summarizes an interview with Jiaona "JZ" Zhang, a product management expert, about building Minimum Lovable Products (MLPs). Zhang discusses four principles for identifying the right problem to solve: 1) Start with the user's motivations, not just business goals. 2) Separate identifying problems from proposing solutions. 3) Listen to users but don't take their words literally. 4) Choose the right problem to focus on solving. The interview provides examples of how Zhang has applied these principles, and emphasizes starting with a deep understanding of users to create products they will truly love.
This document discusses white space in web UI design and provides tips for effectively using white space. It defines white space as empty space between elements and explains that white space can be categorized as macro or micro space. Macro space separates large elements while micro space improves readability of text. White space should be used both passively to avoid clutter and actively to draw attention. Examples are provided of how different types of websites incorporate white space into their designs.
Danielle Arvanitis discusses how designers often design for the wrong audience. She provides examples of designing for oneself, design peers, marketing, patents, and gatekeepers rather than actual users. This can lead to unusable products and unhappy users. She emphasizes the importance of hiring designers with different skills like structure, behavior, and presentation. Designers should also be evaluated based on their temperament - whether they are ego-driven and focused on trends or service-driven and motivated to solve users' problems. Designing for the right audience requires considering users' actual needs, skills, and goals rather than just appearances.
Hi' that's my personal portfolio of those late years (2015 to 2017).
I am working for Orange in Ivory Coast/Cote d'Ivoire for 2 years. My job as Lead UX designer is to help marketing team create and maintain great user satisfaction.
For exemple I worked on Apps, dealing with graphic and customer journey modifications. We worked in agile mode helping us in the delivery.
I've also done field searches using design methods (quanti & quali). The main objective was to ensure maket fit and if not imagine others solutions.
Feel free to get in touch with me,
I'm open to any ideas, opportunities and side projects (furthermore if it's for Africa) :)
Luke Pirie is a communication designer with over 10 years of experience in graphic design, web design, video production, and game design. He has a BA in Design Studies from the University of Otago and has worked at various design firms and as a university tutor. His portfolio includes branding projects, print materials, websites, videos, and an educational game about conflict resolution.
This document provides an overview of UI patterns for user input, controls, and navigation. It discusses common UI patterns like forms, menus, searches and discusses best practices for using patterns. It emphasizes the importance of consistency both within a design system and with external expectations. It also discusses testing new patterns with users to innovate while still meeting expectations. The document provides many examples of patterns and guidance on selecting, applying and improving patterns for user experience.
The document discusses color theory and its application to web UI design. It covers:
- The emotional impacts of different colors, such as red being stimulating and blue being calming.
- How to combine colors through contrast, with contrasting colors 3 steps apart on the color wheel attracting attention, and complementary colors opposite each other creating a pleasing aesthetic.
- A case study of a website that effectively uses different background colors matched to the emotional tone of text on the page.
Dont serve burnt pizza by Jiaona "JZ" ZhangDavid Mullings
This document summarizes an interview with Jiaona "JZ" Zhang, a product management expert, about building Minimum Lovable Products (MLPs). Zhang discusses four principles for identifying the right problem to solve: 1) Start with the user's motivations, not just business goals. 2) Separate identifying problems from proposing solutions. 3) Listen to users but don't take their words literally. 4) Choose the right problem to focus on solving. The interview provides examples of how Zhang has applied these principles, and emphasizes starting with a deep understanding of users to create products they will truly love.
This document discusses white space in web UI design and provides tips for effectively using white space. It defines white space as empty space between elements and explains that white space can be categorized as macro or micro space. Macro space separates large elements while micro space improves readability of text. White space should be used both passively to avoid clutter and actively to draw attention. Examples are provided of how different types of websites incorporate white space into their designs.
The document describes a workshop for collaborative product modeling. It outlines steps for participants to brainstorm tasks they completed that day, organize the tasks on a wall, group similar tasks, find patterns among tasks, and note high and low points of the experience. The goal is to build shared understanding of a user experience through an interactive modeling activity.
The document discusses principles of Gestalt psychology and how they can be applied to web UI design. Specifically:
- Similarity principles suggest grouping related interface elements visually to intuitively communicate their purpose.
- Figure-ground relationships establish some elements as distinct figures against a background ground to focus attention.
- Grouping elements through enclosure within boundaries or proximity suggests they are related without being identical.
- Closure allows interfaces to communicate meaning through implied or incomplete visuals and interactions, streamlining designs.
The document discusses various user interface design patterns used in popular mobile apps. It begins by defining what UI design patterns are and how they should be used. It then covers some key patterns including gestures, animations, smart keyboards, default values and autocomplete, immediate immersion, action bars, social login, and huge buttons. The document provides examples of popular apps that utilize each pattern and short descriptions of how the pattern solves common user problems.
Sean Culley provides a summary of his UX portfolio and design process. He begins with an introduction and overview of his approach to understand user behaviors through research in order to create intuitive experiences. He then outlines his design process of discover, design, test, and reiterate. Several case studies are presented, including a donation feature for Venmo and a redesign of the KnewQ prediction app. For each project, Sean discusses the goals, tasks performed, deliverables and key learnings. He provides documentation of user research, wireframes, prototypes and results from usability testing.
This document provides details for designing a blog about user experience (UX) design. It includes personas for three target users (Mike, Luke, Sarah) and outlines their goals, skills, and pain points. Concept models are presented in sketchnote form, including a final concept model linking the personas' goals, roles, and pain points. A site map is shown using sticky notes to map the primary navigation, secondary navigation, and page content. Wireframes are also sketched out for the landing and article pages, showing the planned layout with consistent navigation across pages. The document provides research and planning for designing a blog that will meet the needs of the target personas.
Uxpin web ui_design_for_the_human_eye_2Lewis Lin 🦊
This document discusses design patterns for laying out content in a way that is effective for how users scan pages. It focuses on the F-pattern and Z-pattern layouts. The F-pattern involves users first scanning horizontally across the top of the page and then vertically down the left side. Content should be placed in these areas to catch the user's attention. The document provides examples of how companies like CNN and NYTimes use the F-pattern and tips for implementing it, such as placing important content, keywords, and navigation at the top. It also briefly introduces the Z-pattern layout.
Embedding Experience: Bridging the gap between design & realityMorgan McKeagney
The world is changing: it’s now crazily mobile, with an exploding number of devices and customer touch-points. This is a profound shift which puts a strain on our traditional design approaches. In this talk, Morgan argues that experiences, not interfaces, are the future. To remain relevant and useful, UX designers and organisations need to evolve. In particular, we need to stop obsessing about tools and methods, and concentrate instead on delivering truly embedded experiences.
Keynote presentation, delivered at the UX Masterclass, Bangalore, India, 7/3/2014
The document provides an overview of Sean Baxter's user experience portfolio, including summaries of various projects he has worked on. It begins with an introduction where Baxter explains his passion for creating great user experiences. The rest of the document describes several projects Baxter has led or contributed to, with a focus on the problem addressed, methodology used and outcomes of each project. The projects cover a range of domains from large enterprises to startups and non-profits.
The document is a resume and portfolio for Jonah Osawa, a User Experience Designer. It summarizes his background in music and marketing and specialties in user testing, interviews, wireframing, and design processes like research, discovery, synthesis, design, and visual design. It provides a case study for a project redesigning the website Texts.com to make textbook prices more affordable for students, where Jonah conducted user research, designed wireframes and prototypes, and ensured the design was intuitive through usability testing.
This document discusses various user interface design patterns seen on popular websites. It begins by defining UI design patterns and how they should be used to solve common user problems rather than just copied. It then covers patterns related to responsive design for multiple devices, touch screen interactions, and various ways to get user input through forms, tagging, flagging content, and conversational interfaces.
Our business idea is an activity planning/date app called Spark. It aims to provide date ideas for couples based on their preferences to help reignite relationships. Key aspects of the business plan include partnering with restaurants, activities, hotels to provide deals and promotions to customers. Maintaining the app and negotiating deals with partners will be the main costs. The app will be free but customers can purchase a premium subscription for exclusive deals and discounts on merchandise. Target customers are young couples but all ages could use it. Feedback on the presentation suggested showing app screenshots earlier and exploring collaborations with similar apps.
ProductTank: What do UX people want from PMs and how can they best work toget...Mind the Product
Jesmond Allen introduces himself as the UX Director at cxpartners and discusses how product managers (PMs) and UX designers can best work together. While their roles overlap in understanding users and requirements, UX focuses on design while PMs focus on the product vision and roadmap. For effective collaboration, UX designers should ask questions to fully understand the project brief and deadlines, while PMs should provide clear goals, share existing research, and communicate regularly with stakeholders. The key is open communication between PMs and UX designers.
The document discusses several usability analysis projects including:
1. Analyzing Gmail's user experience and identifying opportunities to better integrate the "Circles" feature.
2. Assessing a government website providing services to foreign workers through user interviews and mobile mockups.
3. Evaluating an ergonomic product company's online learning modules using heuristic analysis and redesigning the navigation.
4. Designing a mobile app for the City of Stratford to help elderly users find culinary experiences through user inquiries and assessments.
The document provides guidance on creating a UX design library. It recommends assembling existing assets, analyzing what is needed, and adopting a plan to build the library. A librarian should lead the effort to build, integrate, and evolve the library over time. The library consists of patterns, components, guidelines and other materials to improve design consistency. The document outlines various approaches to planning, organizing, launching and maintaining the library.
Flat design is evolving while still maintaining its core principles of simplicity and minimalism. The new flat design incorporates some subtle textures and shadows while retaining clean, bold visuals. Trends in the evolving flat design include more detailed icons, dramatic typography, accented colors used sparingly, consistency of one font across the design, and continued emphasis on minimalism. While flat design grew out of reacting against skeuomorphism, elements from other styles like material design and skeuomorphism may be incorporated if done to maintain the flat aesthetic. Flat principles of usability and readability will likely influence other design philosophies as well.
These slides are from a 2 hour presentation called Design for Developers.
The goal of Design for Developers is to teach interface design as a set of rules: there are some good default values for a lot of design decisions that you should remember, there is a “scientific” way of approaching things like alignment, even though many designers will tell you it’s something you should “feel”.
A talk we had at Texity systems.
Topics were
“ Are you really a User Experience Designer ?
The shift from product design to process design”
Contents
- what is user experience ? A bit of historical perspective
- Who coined the term and what did he mean ? ( Don Norman coined this term)
- how does IA, interaction design, usability, user research, relate to user experience ?
- what is product user experience ?
- how is different from user experience design of a service ?
- if this is User Experience, then what exactly is customer experience ?
- Should there be a designation called User Experience designer?
- The CEO, the engineer, the sales manager , product manager ….. are they UX designers or they aren’t ?
- Product design vs Process design
- The notion of a User , and who is the Customer ….. can user and customer be same ?
- A better term : DUX ( designing for user experience )
The document discusses the importance of user experience design in developing artificial intelligence systems. It notes that AI systems are only as good as the data used to train them and the humans who design, develop and monitor them. It emphasizes that UX designers must focus on understanding user needs, ensuring transparency in how AI systems work, addressing potential biases and unintended consequences, and enabling oversight of systems to prioritize ethics and user trust. The talk suggests UX professionals will play a key role in developing AI responsibly and keeping people at the center of technology.
Javier is a creative software developer from Spain who started a company in the US but had to return to Spain due to visa issues. He needs to capitalize on his creative software products to build his company. Two prototypes were created to address this problem:
Prototype 1 created marketing demos to showcase how Javier's software could be used by businesses, highlighting meetings that produce work. Testing found people wanted to know how it differs from other tools and its performance.
Prototype 2 created a service called "Add a $cription" that allows anyone to easily add a paywall to their website or content. Testing uncovered questions around managing payments, minimum features needed, and whether people feel their content is worth paying for.
This evaluation form guides the evaluation of year 2 media production projects. The evaluated project involved designing an interactive app to explore York while completing challenges. Research on other apps informed the design of a minimal, easy-to-use interface. Developing skills in Adobe XD through trial and error allowed creation of a professional-looking app, though lack of planning led to some challenges. Overall, the project was a success in gaining experience with app design and social media promotion, but better planning could have improved the final outcome.
1. Sam Dyson proposes creating a mobile app called FutureYork to engage young people in York between ages 16-24.
2. The app will include a questionnaire to generate personalized trails of places to visit in York based on the user's preferences, as well as traffic updates, parking availability, wait times, and an optional music player.
3. Sam will design a prototype of the app in Figma and evaluate it based on user feedback and self-reflection to improve any issues.
The document describes a workshop for collaborative product modeling. It outlines steps for participants to brainstorm tasks they completed that day, organize the tasks on a wall, group similar tasks, find patterns among tasks, and note high and low points of the experience. The goal is to build shared understanding of a user experience through an interactive modeling activity.
The document discusses principles of Gestalt psychology and how they can be applied to web UI design. Specifically:
- Similarity principles suggest grouping related interface elements visually to intuitively communicate their purpose.
- Figure-ground relationships establish some elements as distinct figures against a background ground to focus attention.
- Grouping elements through enclosure within boundaries or proximity suggests they are related without being identical.
- Closure allows interfaces to communicate meaning through implied or incomplete visuals and interactions, streamlining designs.
The document discusses various user interface design patterns used in popular mobile apps. It begins by defining what UI design patterns are and how they should be used. It then covers some key patterns including gestures, animations, smart keyboards, default values and autocomplete, immediate immersion, action bars, social login, and huge buttons. The document provides examples of popular apps that utilize each pattern and short descriptions of how the pattern solves common user problems.
Sean Culley provides a summary of his UX portfolio and design process. He begins with an introduction and overview of his approach to understand user behaviors through research in order to create intuitive experiences. He then outlines his design process of discover, design, test, and reiterate. Several case studies are presented, including a donation feature for Venmo and a redesign of the KnewQ prediction app. For each project, Sean discusses the goals, tasks performed, deliverables and key learnings. He provides documentation of user research, wireframes, prototypes and results from usability testing.
This document provides details for designing a blog about user experience (UX) design. It includes personas for three target users (Mike, Luke, Sarah) and outlines their goals, skills, and pain points. Concept models are presented in sketchnote form, including a final concept model linking the personas' goals, roles, and pain points. A site map is shown using sticky notes to map the primary navigation, secondary navigation, and page content. Wireframes are also sketched out for the landing and article pages, showing the planned layout with consistent navigation across pages. The document provides research and planning for designing a blog that will meet the needs of the target personas.
Uxpin web ui_design_for_the_human_eye_2Lewis Lin 🦊
This document discusses design patterns for laying out content in a way that is effective for how users scan pages. It focuses on the F-pattern and Z-pattern layouts. The F-pattern involves users first scanning horizontally across the top of the page and then vertically down the left side. Content should be placed in these areas to catch the user's attention. The document provides examples of how companies like CNN and NYTimes use the F-pattern and tips for implementing it, such as placing important content, keywords, and navigation at the top. It also briefly introduces the Z-pattern layout.
Embedding Experience: Bridging the gap between design & realityMorgan McKeagney
The world is changing: it’s now crazily mobile, with an exploding number of devices and customer touch-points. This is a profound shift which puts a strain on our traditional design approaches. In this talk, Morgan argues that experiences, not interfaces, are the future. To remain relevant and useful, UX designers and organisations need to evolve. In particular, we need to stop obsessing about tools and methods, and concentrate instead on delivering truly embedded experiences.
Keynote presentation, delivered at the UX Masterclass, Bangalore, India, 7/3/2014
The document provides an overview of Sean Baxter's user experience portfolio, including summaries of various projects he has worked on. It begins with an introduction where Baxter explains his passion for creating great user experiences. The rest of the document describes several projects Baxter has led or contributed to, with a focus on the problem addressed, methodology used and outcomes of each project. The projects cover a range of domains from large enterprises to startups and non-profits.
The document is a resume and portfolio for Jonah Osawa, a User Experience Designer. It summarizes his background in music and marketing and specialties in user testing, interviews, wireframing, and design processes like research, discovery, synthesis, design, and visual design. It provides a case study for a project redesigning the website Texts.com to make textbook prices more affordable for students, where Jonah conducted user research, designed wireframes and prototypes, and ensured the design was intuitive through usability testing.
This document discusses various user interface design patterns seen on popular websites. It begins by defining UI design patterns and how they should be used to solve common user problems rather than just copied. It then covers patterns related to responsive design for multiple devices, touch screen interactions, and various ways to get user input through forms, tagging, flagging content, and conversational interfaces.
Our business idea is an activity planning/date app called Spark. It aims to provide date ideas for couples based on their preferences to help reignite relationships. Key aspects of the business plan include partnering with restaurants, activities, hotels to provide deals and promotions to customers. Maintaining the app and negotiating deals with partners will be the main costs. The app will be free but customers can purchase a premium subscription for exclusive deals and discounts on merchandise. Target customers are young couples but all ages could use it. Feedback on the presentation suggested showing app screenshots earlier and exploring collaborations with similar apps.
ProductTank: What do UX people want from PMs and how can they best work toget...Mind the Product
Jesmond Allen introduces himself as the UX Director at cxpartners and discusses how product managers (PMs) and UX designers can best work together. While their roles overlap in understanding users and requirements, UX focuses on design while PMs focus on the product vision and roadmap. For effective collaboration, UX designers should ask questions to fully understand the project brief and deadlines, while PMs should provide clear goals, share existing research, and communicate regularly with stakeholders. The key is open communication between PMs and UX designers.
The document discusses several usability analysis projects including:
1. Analyzing Gmail's user experience and identifying opportunities to better integrate the "Circles" feature.
2. Assessing a government website providing services to foreign workers through user interviews and mobile mockups.
3. Evaluating an ergonomic product company's online learning modules using heuristic analysis and redesigning the navigation.
4. Designing a mobile app for the City of Stratford to help elderly users find culinary experiences through user inquiries and assessments.
The document provides guidance on creating a UX design library. It recommends assembling existing assets, analyzing what is needed, and adopting a plan to build the library. A librarian should lead the effort to build, integrate, and evolve the library over time. The library consists of patterns, components, guidelines and other materials to improve design consistency. The document outlines various approaches to planning, organizing, launching and maintaining the library.
Flat design is evolving while still maintaining its core principles of simplicity and minimalism. The new flat design incorporates some subtle textures and shadows while retaining clean, bold visuals. Trends in the evolving flat design include more detailed icons, dramatic typography, accented colors used sparingly, consistency of one font across the design, and continued emphasis on minimalism. While flat design grew out of reacting against skeuomorphism, elements from other styles like material design and skeuomorphism may be incorporated if done to maintain the flat aesthetic. Flat principles of usability and readability will likely influence other design philosophies as well.
These slides are from a 2 hour presentation called Design for Developers.
The goal of Design for Developers is to teach interface design as a set of rules: there are some good default values for a lot of design decisions that you should remember, there is a “scientific” way of approaching things like alignment, even though many designers will tell you it’s something you should “feel”.
A talk we had at Texity systems.
Topics were
“ Are you really a User Experience Designer ?
The shift from product design to process design”
Contents
- what is user experience ? A bit of historical perspective
- Who coined the term and what did he mean ? ( Don Norman coined this term)
- how does IA, interaction design, usability, user research, relate to user experience ?
- what is product user experience ?
- how is different from user experience design of a service ?
- if this is User Experience, then what exactly is customer experience ?
- Should there be a designation called User Experience designer?
- The CEO, the engineer, the sales manager , product manager ….. are they UX designers or they aren’t ?
- Product design vs Process design
- The notion of a User , and who is the Customer ….. can user and customer be same ?
- A better term : DUX ( designing for user experience )
The document discusses the importance of user experience design in developing artificial intelligence systems. It notes that AI systems are only as good as the data used to train them and the humans who design, develop and monitor them. It emphasizes that UX designers must focus on understanding user needs, ensuring transparency in how AI systems work, addressing potential biases and unintended consequences, and enabling oversight of systems to prioritize ethics and user trust. The talk suggests UX professionals will play a key role in developing AI responsibly and keeping people at the center of technology.
Javier is a creative software developer from Spain who started a company in the US but had to return to Spain due to visa issues. He needs to capitalize on his creative software products to build his company. Two prototypes were created to address this problem:
Prototype 1 created marketing demos to showcase how Javier's software could be used by businesses, highlighting meetings that produce work. Testing found people wanted to know how it differs from other tools and its performance.
Prototype 2 created a service called "Add a $cription" that allows anyone to easily add a paywall to their website or content. Testing uncovered questions around managing payments, minimum features needed, and whether people feel their content is worth paying for.
This evaluation form guides the evaluation of year 2 media production projects. The evaluated project involved designing an interactive app to explore York while completing challenges. Research on other apps informed the design of a minimal, easy-to-use interface. Developing skills in Adobe XD through trial and error allowed creation of a professional-looking app, though lack of planning led to some challenges. Overall, the project was a success in gaining experience with app design and social media promotion, but better planning could have improved the final outcome.
1. Sam Dyson proposes creating a mobile app called FutureYork to engage young people in York between ages 16-24.
2. The app will include a questionnaire to generate personalized trails of places to visit in York based on the user's preferences, as well as traffic updates, parking availability, wait times, and an optional music player.
3. Sam will design a prototype of the app in Figma and evaluate it based on user feedback and self-reflection to improve any issues.
Importance of apps in marketing strategy my perspective - Ankit ShardAnkit Shard
I am not an expert at Developing Apps or a Developer Whatever I have mentioned above is all that I have learn't mostly understanding the Design process be it in Engineering – from product design to cars, & developing simple effective SM Strategies in my day to day work.
The document provides an evaluation template for a Year Two creative media production project. It includes sections for an overview of the project, research undertaken, development of ideas, outcomes, personal reflections, evaluation of strengths and weaknesses, and assessment of how well conventions were followed. The template guides students to focus on key points, analyze statements, and make judgements about work rather than just describing the process.
The document provides guidance for a design project focused on creating a digital experience that motivates measurable behavior change through emotional design. Students are challenged to design a mobile app that improves personal health by targeting specific behaviors and crafting an emotional response. The deliverables include an experience map, prototype landing page, and interactive prototype to be tested with users. Examples of emotionally designed digital experiences and resources for prototyping, research and emotional design are also included.
This document summarizes a student's creative critical reflection project on designing an interior design magazine. The student explored how interior design challenges conventions through elements like lighting, flooring, and positioning. The magazine's design challenges conventions with its color scheme and limited cover lines. It aims to engage women ages 35-50, architects, and homeowners. The project helped the student develop photography, writing, and editing skills. The student integrated technologies like the internet for research, blogging to share assignments, and Adobe Photoshop to enhance photos for the magazine.
- The document discusses a creative critical reflection project focused on interior design. It explores how the project uses and challenges conventions related to interior design elements like lighting, walls, and flooring.
- The product created was an interior design magazine. It challenged conventions through its use of color in the masthead and cover lines. The magazine was aimed at women ages 35-50, architects, and people moving homes.
- Throughout the project, the author developed skills in photography, writing, and using software like Adobe Photoshop. Research was conducted online using resources like blogs and magazines. The final magazine would be distributed through existing architecture and interior design publications in Pakistan.
Jani Momolu Anderson is a user experience designer and front-end developer with over 20 years of experience in UX/UI design, web design, and development. They have worked on projects for companies such as Playboy Enterprises, Northern Trust, and Supernova Lending. Their portfolio includes the design of an interactive HR tool, a responsive Vue.js app, UX design briefs, marketing websites, a mobile timetracking app, and a content discovery platform.
This document provides an overview of an innovation strategies magazine. It includes interviews on topics like UX design, learning and development innovation, and futurist thinking. The editor's letter discusses common mistakes in innovating and how the magazine will address some of the top challenges people face. The magazine also features articles on content marketing, hackathons, perception and differentiation. It aims to help readers become more innovative through insights from experts and analyzing current issues in the field.
Origin Eight - "Optimizing Drupal for Digital Marketing" - Drupal Camp 2017Seth Viebrock
Talk presented by Seth Viebrock, CEO of Origin Eight.
Topics: heat maps, user session replays, Drupal, analytics, SEO, SEM, conversion rate optimization (CRO), eCommerce. More info at https://www.origineight.net/dio
Fallon Brainfood x Planning-ness 2010: How To Plan AppsAki Spicer
Aki Spicer, Fallon's Director of Digital Strategy will reveal some learnings and tips for account planners trying to operationalize the process of concepting, selling and building applications and digital tools.
Learn some pitfalls to avoid, shortcuts for bridging the gap between "start-up" culture and agency culture, guidance for selling apps to clients who are "bottom-line" or "ad message" minded, and shifting your teams from campaign thinking to service mentality.
http://planningness.com
September 30th – October 1st at Denver’s, Space Gallery.
Malini is a PhD student researching plant genomics who joined a research institute 6 years ago. While she has taken longer than usual to complete her PhD due to her tenacity and passion for her work, she is hopeful to finish this year or next. She feels constrained by insensitive university standards but knows she must persist. After graduating, she hopes to find stable employment as a scientist but her real passion is to be an entrepreneur. The problem presented is how to help Malini build appropriate connections for a successful career as an entrepreneur.
The document summarizes notes from a TouchPoint2012 Symposium on interaction design. Theme One discusses the necessary future of interaction design and panels say know the limits of your intellectual leash, trust your intuition, and being curious as a designer involves trust-building with clients. Theme Two discusses the interaction design experience, with speakers from Adobe, frog, LVL Studio, Habanero, SAP, and Crispin Porter + Bogusky talking about topics like user experience optimization, contextual design, and evaluating interaction designers. Panels recommend focusing on strengths, versatility and creative spirit, using data to support ideas, and addressing how companies view failure.
This document summarizes a UX workshop presentation. It includes sections on what UX is, the difference between UI and UX, a case study on the development of the Timble app, and tools that can be used in UX design like personas, user journeys, and analytics. The presentation emphasizes the importance of testing early prototypes with users, gathering feedback in an iterative design process, and measuring product usage to continuously improve the user experience.
Orta Therox runs a development team at Artsy that aims to make all the world's art accessible online. He advocates for open sourcing apps by default to increase transparency, help other developers, and have a broader impact. While commercial concerns around certain apps require discussion, most "pretty pictures of data" apps could be open sourced without risk. Openness combats secrecy that allows anti-user behavior and helps ensure high-quality, ethical code and decision-making.
This document provides an overview of the mobile app development process. It discusses what app development entails, including front-end development focused on user interface and experience design, and back-end development focused on connecting servers, databases, and applications. The key steps in app development outlined are the discovery session, where the developer understands the app idea, scoping and deep dive to refine details, and considering users, platforms, and revenue models. Prototyping and testing are also mentioned as important parts of the process to refine the app design before full development.
The document provides an overview of the app development process. It discusses what app development entails, including front-end and back-end development. It outlines the key steps in app design and development such as discovery sessions, scoping, defining user experience and interface, revenue models, and prototyping. The document recommends defining goals, conducting market research, and getting started with UI/UX design before development begins. It also lists and describes several popular desktop-based and online prototyping tools.
Space Invaders. The Revolution in a Nutshell.Gerald Hensel
The document discusses the evolution of marketing and communication from traditional to digital methods. It notes that in 1977 Star Wars popularized film franchises and in 1978 the video game Space Invaders introduced an interactive experience. More recently, platforms like Facebook and Twitter have grown exponentially and changed how brands communicate through social media. The document advocates for brands to focus on listening to customers, establish clear objectives, and develop strategies that embrace an agile approach across organizational structures and measurement.
Similar to IQb project (Rubiks cube size projector) (20)
Michal Cuninka is designing a poster and CD cover for an upcoming grime artist called The Unknown. They are exploring concepts like urban areas and graffiti walls. Key influences are graphic designers Roberto Blake, Tess Hulme, Rowan Pervis, and Nick Purser who inspire Michal's experimentations with light effects, typography, and collage techniques. Their final piece combines a futuristic pixilated title with urban elements to advertise the album release.
The student used various media technologies at each stage of their documentary project. They used their desktop PC to conduct research, edit footage in Photoshop and Premier, and write documents. They also used a USB cable to quickly transfer footage between devices, a video camera to record high quality footage, a tripod to get stable shots, a microphone for clear audio, a DSLR camera for photos, Photoshop and Premier for editing, Firefox for research, PowerPoint for their evaluation presentation, Excel for audience research data, Word for writing, Google for additional research, Blogger to store work online, and YouTube to share their documentary.
The documentary challenges conventions of real media in some ways but also uses and develops conventions in other ways. It does not include titles or name bars for all interviewees as most documentaries do. However, it does use techniques like clip mics for interviews, rule of thirds framing, archive footage and images, long shots, and interviews with experts - all of which are conventions of real documentaries. The documentary also challenges conventions by having audio play throughout and including atypical shots like a computer screen with Twitter.
The student used various media technologies at each stage of their documentary project. They used their desktop PC to conduct research online, edit footage in Photoshop and Premier, and write documents. They transferred footage and files between devices using a USB cable for quick editing. A video camera, digital SLR, tripod, and microphone were used to record high quality footage and interviews. Adobe software like Photoshop and Premier were used to edit photos and compile the documentary. Online tools like Firefox, Google, YouTube, and Blogger were leveraged for research, archiving footage, sharing work, and gathering audience feedback. Microsoft Office programs supplemented the process for documentation and presentation.
The document describes how the author used various media technologies at different stages of constructing and evaluating a documentary project. They used a desktop PC for research, editing footage and files. A USB cable transferred footage from cameras to the PC. A video camera and digital SLR camera captured footage and photos. A tripod provided stable shots. A clip mic recorded high-quality interviews. Adobe software edited photos, footage and created ads. Web browsers accessed online research. Microsoft Office created documents. Google searched for facts. YouTube hosted footage. Blogger stored work online.
This document contains the responses to three questions about a media product - a magazine covering grime music.
1) The magazine's design uses gold and black colors and fonts to represent the "dark" and "urban" nature of grime music. Photographs and article layouts mimic real music magazines.
2) The magazine represents teenagers and young adults interested in grime music. It represents all genders, ethnicities, and regions of the UK involved in this genre. However, it mainly targets working-class audiences.
3) The magazine would be well-suited for distribution by RWDmag, an existing publisher of magazines about related urban music genres like UK garage, rap, and dub
This document contains the responses to questions about a media studies coursework assignment to design a magazine. The student created a grime music magazine called "Riddim Ting".
In response to question 1, the student describes the design choices made for the magazine cover, including using an image of a grime artist to signify power, choosing a "gangster-ish" font, and using gold and black colors to represent the urban grime music style.
Question 2 is answered by explaining how the magazine represents grime music fans across demographics like gender, ethnicity, class and sexuality through the design elements and artists featured.
The student responds that RWD Magazine would be a suitable publisher to distribute the
MaAamkie The Ripper is a 17-year-old grime artist from Pretoria, South Africa who gained recognition through his YouTube channel where he posted grime singles. A music producer from Boy Better Know records discovered MaAamkie's videos and signed him to the label. MaAamkie is working on his debut album called "Faith" set for release in February 2012 and has collaborated with grime artists Skepta and Wiley on a new music video and song called "The Beginning" scheduled to premiere in January 2012.
The magazine cover uses a red theme and neon style to attract younger audiences and features a photo of Professor Green. The content pages are color coded by section for easy navigation. A double sided article about Professor Green has an urban look and blue theme to match his outfit in the photo on the cover.
A questionnaire about interest in a potential grime music magazine had the following results: Most respondents were interested in reading articles about grime music and their favorite grime artist was Tempa T. The majority would prefer the magazine come out monthly and be titled "Riddim 'Ting" with a black and gold color scheme. Most would spend between £1.50-2.00 on an issue.
A questionnaire about interest in a potential Grime music magazine had the following key results:
- Most respondents were interested in reading about Grime music and buying a Grime magazine.
- £1.50 and £2 were the most popular amounts people would pay for the magazine.
- Monthly was the most popular magazine release frequency.
- "Riddim 'Ting" was the most suitable proposed magazine name.
The document is a survey that asks respondents questions about their interest in and preferences regarding a potential grime music magazine. It inquires about willingness to buy the magazine, read articles about grime music, maximum spending amount, purchase frequency of music magazines, preferred magazine name, color scheme, favorite grime artist, desired magazine release frequency, and preference between grime and rap/hip-hop music.
The magazine cover features a red theme with the title in a neon style displayed on top and on the side. The inside pages are color coded with different sections in green, blue, black and dark blue. A double sided article has one side on the second page with a highly visible black bold title, and shows Pro Green dressed in blue to blend in with the urban theme of that page.
Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey ...SirmaDuztepeliler
"Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey Toward Sustainability"
The booklet of my master’s thesis at the Department of Architecture and Civil Engineering at Chalmers University of Technology. (Gothenburg, Sweden)
This thesis explores the transformation of the vacated (2023) IKEA store in Kållered, Sweden, into a "Reuse Hub" addressing various user types. The project aims to create a model for circular and sustainable economic practices that promote resource efficiency, waste reduction, and a shift in societal overconsumption patterns.
Reuse, though crucial in the circular economy, is one of the least studied areas. Most materials with reuse potential, especially in the construction sector, are recycled (downcycled), causing a greater loss of resources and energy. My project addresses barriers to reuse, such as difficult access to materials, storage, and logistics issues.
Aims:
• Enhancing Access to Reclaimed Materials: Creating a hub for reclaimed construction materials for both institutional and individual needs.
• Promoting Circular Economy: Showcasing the potential and variety of reusable materials and how they can drive a circular economy.
• Fostering Community Engagement: Developing spaces for social interaction around reuse-focused stores and workshops.
• Raising Awareness: Transforming a former consumerist symbol into a center for circular practices.
Highlights:
• The project emphasizes cross-sector collaboration with producers and wholesalers to repurpose surplus materials before they enter the recycling phase.
• This project can serve as a prototype for reusing many idle commercial buildings in different scales and sizes.
• The findings indicate that transforming large vacant properties can support sustainable practices and present an economically attractive business model with high social returns at the same time.
• It highlights the potential of how sustainable practices in the construction sector can drive societal change.
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
2. Contemporary Contexts: Communication
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Content
INTRODUCTION - P3
DESIGN PRACTICE RESEARCH -P4/P9
PUBLICATION METHOD IDEAS - P10/P15
NEWS CUBE CONCEPT DESIGN - P16
IQB CONTENT RESEARCH - P17/P19
IQB NEW SKIN - P20
BACK TO DRAWING BOARD - P21
IQB CONTENT PLANING - P22/P23
CONTENT GATHERING - P24
CONTENT DEVELOPMENT - P25/P26
CONTENT FINAL - P27
IQB FEEDBACK - 28
LOGO RESEARCH - P29
LOGO IDEAS - P30
LOGO DEVELOPMENT - P31
LOGO FINAL (BANK) - P32
IQB RE-DESIGN IDEAS - P33
IQB RE-DESIGN DEVELOPMENT - P34
SAAD’S IQB DESIGN- P35
IQB RE-DESIGN PRINTING - P36/P37
IQB CUTTING - P38
IQB MAKING - 39
IQB FINAL - P40
VISUAL MOCK UP - P41
BANK’S IQB PACKAGING - P42
THE END - P43
3. Contemporary Contexts: Communication
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Introduction
At the start of this project we have been
informed about our upcoming brief;
which was to create a publication; could
have been any sort of publication with
any sort of media as long as it showed
a publication, another thing we have
been told we are in charge of what our
publication is going to be about therefore
we could have create any sort of article
which we thought would be interesting.
Once the briefing was done, we got told
to form a group no bigger than 4. I chose
to work with Bank, Ryan and Saad as we all
are good friends but also we have similar
interest which I thought would come in
handy.
Once we sorted our groups we have been
told to research into design practice which
interests us and we would like to work in.
4. Contemporary Contexts: Communication
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Design Practice Research
When it came to researching to our design
practice which interests us and we would
like to work in, I have chosen to research
into UI design as it is something that
interests me since one of the last years brief
was to do with designing an App which
was based on augmented reality.
For this research I have looked at various
UI designs but also I have got in touch
with couple of designers/companies which
gave me more insight of how the industry
works.
For example, a UI designer creating an analytics dashboard might front load the
most important content at the top, or decide whether a slider or a control knob
makes the most intuitive sense to adjust a graph. UI designers are also typically
responsible for creating a cohesive style guide and ensuring that a consistent
design language is applied across the product. Maintaining consistency in visual
elements and defining behavior such as how to display error or warning states fall
under the purview of a UI designer.
“
“
5. Contemporary Contexts: Communication
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Design Practice Research
Here I have done research into UI designs
and I have looked at various artists and
companies I managed to find on the
Internet. To be more specific I have looked
at Behance which a website which show
case graphic designers work which is
really good, after looking at these artists,
I thought I should get in touch with them
and ask them few question about what
inspires them to create the apps and their
design.
6. Contemporary Contexts: Communication
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Design Practice Research
I have contacted all of the designers I
have researched but only two have gotten
back in touch with me.
I have asked each designer with the same
set of questions which were:
- Is UI design really time consuming?
- Before designing an app, do you play
around with apps based on similar idea of
yours to see what could be improved and
made better?
- What is the hardest part of designing an
app?
- How do you get your inspiration on what
the design of your app should look like?
This is a Slovakian UI designer who works
in California. He goes by his user name
‘musHo’
As you can see he has replied to all of
the questions but in Slokian which I thought
was a bit funny since I have mentioned I
was Slovakian too. His answers were pretty
simple yet effective:
-No it is not as long as you learn all the
keyboard shortcuts and have your idea
sketched out.
- Sometimes, depending on how much time
you have and how much you communicate
with your client. If I am designing it for my self,
I look at rival apps.
-Mainly the idea which makes you different.
- Mainly from geometry and how it all works
together.
7. Contemporary Contexts: Communication
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Design Practice Research
I have contacted another UI designer
(which I thought it was) but as it turns out
she was a UX designer (some who does
the coding and makes sure buttons and
other stuff works with the app) therefore
she couldn’t really help me out, but then I
tried to find out a little bit about UX design
which I thought she would get back to me
but unfortunately she has not.
Either I appreciate her getting back to
me as I have emailed all of the designers I
have included but only this one and musHo
got back to me and made the effort.
8. Contemporary Contexts: Communication
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Design Practice Research
Apart from designers I have tried to get in
touch with few other UI design companies
which only one got back to me and it was
this the “BiznessApps”. I was lucky I had a
very willing employee who tired to help
me out as much as he could but it turned
out that their company only creates apps
based on their own pre-made designs
so unfortunately he couldn’t help me out
with the design part much but what he did
was look at my app as I have asked him
whether his company would be able to
create it but that is when he told me they
do not do custom app designs.
Although he wasnt much helpful by design
based side, he did try and help by giving
me contact for another company which
creates custom app designs, unfortunately
they didnt get back in touch with me.
9. Contemporary Contexts: Communication
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Design Practice Research
This is my app design which I have
designed last year, I have decided to
upload my own work on the website and
ask for a feedback from the Slovakian
designer, as he asked to see it so he could
give me some feedback on it.
Here is the feedback I have got from him:
“
+ Nice custom branding
+ Great idea with AR, show it off more in the
case study
- Some of the screens have not very
fortunate mix of custom UI + system UI look
- Readability of light green text on red
background
Try usertesting.com or give the prototype to
a random person and observe how they’ll
move around and use the app.
Keep it up! “
His feedback have given more confidence
but also tells me what I could do better
next time I will be designing another app.
10. Contemporary Contexts: Communication
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Publication Method Ideas
Once we all had done our design practice
sector research, next stage had started
which was to think of all sorts of publication
methods which exist or we could at least
think of plus also try to invent some new
sorts of publication.
From this list we would have to either take
some of the ideas and develop them
further which would create our project.
Over all I found this exercise pretty useful as
it gave me insight of how me and my team
were thinking what ideas we could come
up with.
11. Contemporary Contexts: Communication
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Publication Method Ideas
After our brainstorm was done, next step
was to take the most simplest ways of
publication method and then write them
down, we thought of:
- Magazine
- Newspaper
- Website
- Apps
- Book
- PDF
- TV/ Video
- Billboard
- Buildings
- Public Transport
Now the next process was to take these
ideas and exaggerate them into something
more interesting and create a way of
publishing content to general public.
We have came up with bunch of weird/
interesting ideas but then we have settled
down on 5 ideas which we wanted to
sketch out and show how they would work.
Chosen ideas were:
- News Cube
- Smart Pill
- Smart Water
- USB socket inside your head
- Smart Tree
12. Contemporary Contexts: Communication
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Publication Method Ideas
This right here is our ‘USB socket inside your
head’ idea.
This method of publication would work by
plugging a USB which contains news or any
sort of other content right into your head
(little USB socket right behind your ear)
which then would automatically update
your memory with news flash or content
of your choice and if you would want to
share it with someone you could project it
through your eye which would be turned
into a hybrid between your eye and
project which would enable you to project
content thats in your head.
We thought this idea was pretty interesting
bu unfortunately a bit too futuristic for us to
create physically so we have just left this
idea alone.
13. Contemporary Contexts: Communication
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Publication Method Ideas
This is another one of our ‘crazy’ ideas of
how would could publish content. This right
here is Smart Water and Smart Pill.
Both objects work on the same principle
where you would either take the pill or
drink water which would contain news or
any other sort of content you are looking
for. It would be developed by scientists
to manage and extract all the information
into the pill which then would transfer into
the human body and would automatically
make the person feel like they have read or
seen the content they just took or drank.
These would be sold in any sort of
supermarket such as Boots, Tesco, Asda,
etc.
But after thinking of this idea, we could not
think of a way how would could visually
show the content you would be getting
from either the water or the pill, therefore we
have chosen to scrap the idea and move
onto the next one.
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Publication Method Ideas
This right here is another idea we came up
with. It is called Smart Tree.
Smart tree would work based on having
some sort of eco-friendly screen built into
the tree which would be powered by solar
panels build on it. The smart tree would
be able to show news or any sort of other
content which would make the environment
cleaner and neater looking as there
wouldn’t be any ripped up posters around
but also no need to waste paper and ink
as much, also some of the smart trees which
are in the park could have missing animals
posters displayed so that people would
look around if they see the animals at
different locations of the city or town.
This idea could grow into bigger picture
and be built into lamp posts around
the city, but, we didn’t feel like it is strong
enough idea to take on therefore we have
scrapped it and left it alone just like the
previous 3.
15. Contemporary Contexts: Communication
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Publication Method Ideas
This is our final idea which we thought we
are going to take forward and develop.
This is our News Cube idea. News cube
would be a rubiks cube sized projector
which would be placed in middle of a
room which would be able to project
news right on the left, front and right wall
simultaneously from different parts of the
world. Another feature this little cube would
have would be use hand gestures instead
of remote control, this cube also project
any other type of content. Over all the
idea behind this cube is to give the viewers
bigger immersion into the image or content
by making it bigger on all three sides
therefore the viewers would feel much more
immersed as it would be all around them
and would give them the feeling of actually
being inside the image or news as in like a
3D space (inside a cube).
We thought it would be a pretty neat idea
which would be interesting to get deeper
into and actually designing something that
could be physical.
16. Contemporary Contexts: Communication
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News Cube Concept Design
After we have decided to stick to the
news cube idea, I thought we should have
something physical to show for our concept
of what the news cube could look like.
I have thought since the idea is pretty
futuristic I thought I’d use a futuristic looking
pattern, once I found the futuristic pattern
I wanted I have tweaked it up and made
some adjustments to it such as creating
some orange bits to it (since we drew the
concept in orange felt) and then I thought
the projects could be placed on top
therefore I have added three projects right
on top of the cube.
It is only concept but I still thought it
needs its name somewhere on it therefore
I decided to place its name right on the
front and chose to use the military looking
font as it did suit the pattern.
Over all I didn’t try to go for the finished
look but something which was quick to
create which I think I have accomplished.
17. Contemporary Contexts: Communication
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iQb Content Research
Once we have showed our news cube
ideas to our tutors, we have decided to
change the name from news cube to ‘iQb’
as it sounds more futuristic and sounds
much more interesting. Next thing we looked
was at creating a concept video for the
iqb therefore we all set ourself a task to
look at concept product ideas and see
how the video looks.
In my opinion, the videos I have looked
were really professional and fully
developed which is something I and the
rest of the team weren’t looking for at
this stage since we were very early in the
development stage and we didn’t even
know what the final product was going
to look like, so we have not created any
concept videos at this stage.
Although we have not created any
concept videos, I still want to show of how
the iqb would be working whether it is
digitally or by pictures.
18. Contemporary Contexts: Communication
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iQb Content Research
It came to the stage where we had to
think of what would be the cube’s content
about and what would it project. Once
we had a group chat, we decided to
create pages (walls) based on what tools
graphics designers use.
The concept is that the cube would be
like 3D Internet browser, so on the left wall
there would be picture of the item, on the
wall in front of you would be picture and
description of the product you’re looking
at and then on the right wall there would
be price comparison and where you could
buy it cheapest online.
We had graphic designers in mind when
thinking about the content of the iqb
therefore we thought it would come in
hand having content about the tools that
graphic designers use on day to day basis.
19. Contemporary Contexts: Communication
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iQb Content Research
Once we all agreed on what content we
are going to include and what the iqb
would project, we all set ourself a task of
researching 4 different tools which graphic
designers use daily or the stuff that could
make their work easier.
I have look at then upcoming Apple Pencil,
Wacom tablet, Canon DSLR and Microsoft
Surface Pro3.
I have looked at these specific items
because I wanted a new camera which
could take better quality pictures than my
old camera (bridge camera) but also I
have thought about tools that I thought
could improve my work and tools I was
looking for myself. Therefore this is how I
have created the list of tech which graphic
designers use or would like to use.
For the research, I have research pictures,
short information about the product, its
specs and also best prices you could find
it for online.
20. Contemporary Contexts: Communication
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iQb New Skin
Since we have changed our name from
News Cube to iQb, I thought I should re-
design its look and make a new ‘skin’ with its
updated name.
I have take old News Cube design and
then I have inverted colours, once the
colours were inverted it gave it that white
look, then I have use hue tool to change
the orange patterns into blue colour as
white and dark blue flow together pretty
nicely. Lastly I have changed the old News
Cube name to IQB. Since we were still at
very early stage of the design process, I
have not tried to jump right into designing
the final cube or even what it could look
like.
I have does this just to give us all a simple
idea of what it could look like or at least to
get us all to start thinking about the design
of the iQb.
21. Contemporary Contexts: Communication
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Back to drawing Board
Once we all go our product research
together and pitched the idea to one
of our tutors, it didn’t go as we wanted
and wasn’t as successful, they thought
since we have such a unusual idea and
way of publication, we should create
some interesting content that would be
projected out of the iqb.
We all went back to drawing board and
try to come up with interesting content that
interests us and which could be interesting
to look at.
After a while of thinking, we came up
with the ideas which we thought would
be pretty interesting to read about;
technology timeline and once popular
bands or songs that no one knows about
now.
Since we were 4 man team, we split into
team of two: me and Bank have taken on
the musical content pages where as Saad
and Ryan took on the timeline content. We
gave ourself a week to create 3 content
pages each. Once we all meet up we
would decided what we should take on
further whether it will be the technology or
music content.
22. Contemporary Contexts: Communication
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iQb Content Idea Planning
I have chosen to look at two different
songs ‘ Butterfly’ by Crazy Town and ‘Smells
like Teen Spirit’ by Nirvana.
To start off with I have sketched out what
the Nirvana Layout would look like and
what I could do to it to make it visually
interesting yet not filled with loads of
information.
As you can see on the image I have
sketched out what I would like to include
on each page (Left, Front, Right).
Once I done my sketch, I thought it was
pretty good but something was missing
which I couldn’t figure out, therefore I
thought I’d try to sketch out the other song
which was ‘Butterfly’ as I kind of had ideas
in mind of what the background could look
like.
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iQb Content Idea Planning
Here I have sketched out the Butterfly song
concept, although I did not have as many
ideas for this song’s layout as I did for
Smells like Teen spirit, I felt more ‘connected’
to this song and I had many more ideas of
what the background could look like but
also I felt more interested in this song too.
What did interest me was the fact I did not
know what I could add onto the second
wall which I thought was more challenging
and therefore I tough it was more of
a challenge to do which would more
rewarding once created good.
Another thing which made me choose to
design pages for this song over Nirvana’s
song was the fact I really wanted to create
a jungle like background just like the song
shows which I thought could look pretty
interesting if designed right.
24. Contemporary Contexts: Communication
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iQb Content Gathering
Before designing the pages I thought
about the images I would need which
were all of their album covers, picture of
the band and mainly some pictures of the
jungle/forest as it was the main thing I was
concentrating on since it will be a big part
of the design.
The most difficult image to find was a
picture of forest/jungle which resembles their
video as I want to create something that
seems like part of the video clip and which
will get viewers interested to look at the
pages but also immersed yet make them
feel like they are in the jungle/forest.
25. Contemporary Contexts: Communication
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iQb Content Development
My fist idea was to get a panoramic
picture of jungle scene and then cut it into
three equal bits which then would make the
content look like it is flowing in middle of
jungle but also thanks to the design of iQb
it would make the walls look like a fluent
picture of jungle which would get the viewer
more immersed into the content.
I have cut up the image in Photoshop and
then I have tried to do the layout of the
page and its content in Illustrator but as
you can see the first design looks really
poor and really boring which made me
think I need a new idea for background
so I looked at my other jungle pictures and
thought of other way I could make the
content and background more fluent but
for now I have been trying to experiment
with composition to see whether the
content would look informative and flow
with the background.
26. Contemporary Contexts: Communication
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iQb Content Development
This is the stage where I got the pages and
background to work together and finally
make sense.
The top two pages show early stage of my
development where I managed to involve
the background with content yet also link it
with the songs video clip.
The two pictures bellow show late stage
of the development where I have been
tweaking smalls bits around until I got the
layout I wanted which I thought was much
more immersive as the green colour had
a better interaction with the jungle like
background but also the font seems more
suitable than the previous one.
27. Contemporary Contexts: Communication
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iQb Content - Final
This is my final design for the three content
pages, at first I thought it will be a difficult
task but after playing around with different
ideas and tweaking small things around,
I have finally arrived at the end of the
design for the three content pages.
I still have made some slight little change
from the previous design by simplifying it
even more but also adding a filter over the
piece which makes it look ‘dirty’ and links
more with the jungle theme rather than the
clean green background.
Over all I am really pleased with the work I
have achieved as it looks much better than
the initial idea I have started with.
28. Contemporary Contexts: Communication
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iQb - Feedback
Once we have presented our work to the
other students with our idea, they have
agreed that the musical content seems
much more interesting, therefore we have
stuck to that as our final content for the
iQb.
Another feedback was where people got
a bit confused with the idea of iQb as it
was much more different from just designing
a magazine, we will try to make the idea
much more clearer before finishing the
product, over all I was pretty impressed with
the feedback we have got as it will make
us improve on certain bits.
Our next stage will be to design a logo for
the iQb.
29. Contemporary Contexts: Communication
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iQb Logo Research
We all have agreed that we will design a
logo before our next lesson therefore we all
had a week to design a logo and then we
will decide which logo we will make our final
one.
My starting stage was to look at pintrest
to see already existing cube based logos
which could inspire me when creating my
own.
Many of the logos I have seen looked
really impressive since I had no idea could
be turned into such an interesting looking
logo.
My next stage will be trying to sketch out
my logo ideas.
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iQb Logo Ideas
After looking at many different logos on
pinterest, I thought I should sketch few of
the ideas I had on my mind.
Whilst it was not an easy task to think of a
logo which would look good yet link with
the name, I have sketched one logo which
did like and thought it links with the iqb as it
was made out of i, q, b, to create a cube
like shape.
I will take the iqb logo design and try to
digitize it and see how it looks once done.
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iQb Logo Development
Once I have done the bottom left design
which was the logo I have sketched out, it
did not look as impressive as it did on the
paper so I thought I need to try and get
different logos created therefore I started
creating different logos such as the upper
left two logos which I didn’t like as they look
really poor, where as I think the top middle
right logos look strongest with the idea of
being made on rubiks cube with highlighted
letters or the one bellow it which would
have to be animated but then that would
not work as a logo.
Unfortunately I did not really like any of my
logo and at this stage I wanted to see
what my team mates have created.
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iQb Logo - Final
This is our final logo which will represent iQb.
This logo was made by bank, we all had a
good look at all our logos but we thought
this was the strongest logo as it looks like a
cube made out of the name of our cube.
Once we decided on a logo, we have all
had a discussion of what the logo should
look like whether it should be black and
white or should it have colours, we decided
on having a colourful logo and decided
to use red, yellow and green as our colours
since we thought they look pretty vibrant
with positive look to it therefore we stuck
to the colour scheme which we will be
using our cube design but also on our
packaging design for the iQb too.
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iQb Re-Design Idea
Since we all have settled down on a logo,
our next goal was to design the actual
iQb and also the packaging for it. This
time we have split into two teams again to
get more work done; me and Saad have
took on the role of designing the iQb,
whereas Bank and Ryan are designing the
packaging.
I have chosen to create a design which
would resemble a rubiks cube as that was
my first idea of when I thought of News
Cube as the beginning stage.
I have done two different design of the
cube but I have decided I will stick to the
top left design as I thought the layout was
more interesting but I will keep the lens idea
where there would be like inverted look
and lenses would be hidden out of sight to
get protected.
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iQb Re-Design Development
Here is the finished product I have
designed from the drawings which I
previously sketched.
I have stuck to the rubiks idea look but also
to the colour scheme of our logo, over all I
think it looks pretty funky and if it was made
with plastic and other sort of materials into
a real thing it would be pretty impressive/
interesting to look.
I have placed the cameras on each side
in the same size but since I will try to print
this out and make it into 3D version, I will
also try to create the inward ‘shelter’ for the
lenses.
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iQb Re-Design Saad’s Cube
Here is Saad’s design of the cube, I like it
as it looks like a little puzzle, another thing
which I like about it was the colour layout
ass it was all around the cube instead
of done by side but it was missing the
buttons and lenses therefore as a team we
decided to stick with my iQb design.
Next step will be for me to figure out how
the print out the iQb together with inward
lenses.
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iQb Re-Design Printing
This is the stage where I was creating a
blueprint of a cube which then I could use
a template for my iQb printout, I have used
my old iQb cube layout and then I have
labeled it so I knew which side goes where
so that the cubes looks organized when
printed out but also that each of the sides
are in their correct places.
This step was pretty fun as it didn’t take
too long but also figuring out which side is
where was pretty fun.
Next step before printing it out, I will try
to figure out how to create the little lens
cubes so that when I will try to put this
design together it works out at it should.
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iQb Re-Design Printing
This stage was more interesting as I was
playing with the cubes layout so that I
could create little cubes (lenses) which
would fit inside the iQb without a problem
but also give me that 3D look I am trying to
achieve.
At first it was pretty easy, just minimize the
big cubes layout and replace it with lens
and colours but then I thought I will not
need the extra side as well I would need
to make the sides shorter so that I could all
three of them inside the ‘big’ cube.
I have enjoyed this stage as it was a little
bit like a puzzle so I had to use my brain
and think about the physical design flaws.
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iQb Making - Cutting
Once I was sure on the layouts I have
created, I was ready to print, I have printed
all four cubes out and then I have used
surgical scissors and craft knife to cut the
out accurately.
Once I had them all cut out, I have used
ruler to bend the sides as they needed to
be but also the glue sides which I will need
to glue them all together.
This stage was more time consuming as it
took a while to cut them out accurately but
made me happy as I was one stop closer
to creating something that was just an idea.
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iQb Making
This was the last stage of making the iQb,
also it was the best stage of all as all of the
planning I have done before printing have
worked out and as you can see everything
worked out as it should have had.
I think the design has worked as it looks
miles better than the first News Cube
design, the only thing that could improve
this design would be if it was actually made
out of plastic or other materials which
would make it more realistic but the 3D
looks of the lens window make it look better
than just a usual print out.
Over all I am please with the outcome I
have achieved.
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iQb Making - Final
Here are some pictures of the finished
product but also pictures of what it would
look like placed on table and its size
comparison.
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iQb Visual Mock Up
This is a visual mock up of what the cube
would look like in action if it was actually
functional.
Top Image shows how it would manage
to project onto the whole wall and
the bottom picture shows it in full scale
together with my content page design.
I can gladly say I am happy with the
outcome I have achieved as it looks like
something I imaged it to look like once the
whole would be finished.
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iQb Packaging -Bank’s Design
This is the packaging designed by Bank
which would be used to pack our iQb in.
I like the design of how the layout works
but also I like how he has stuck to using the
colour scheme from the logo.
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Over all after the journey me and my team
went through, I think we all have learn quiet
a lot, whether it was to do with our design
practice research or to do with iQb.
I have gained quiet a lot of knowledge
in designing new products, content, idea
generation, PDF making, printing out mock
ups which actually work and most of all the
team work which we all managed to get
on smoothly and make it into hard working
team with a successful idea.
Over all I think our iQb would be a pretty
interesting and niche product which could
become successful in the future but for now
it needs a little bit more development on
the technical side of how the projectors
would actually work.
THE END! - Conclusion