The richness of verbal communication is lost in text based communication. To overcome this we propose, instead of treating typographical character as unchangeable property, we propose to let the shape of each single character adjust according to particular acoustic features in the spoken reference.
Publication:
https://www.researchgate.net/publication/282945898_Voice_Driven_Type_Design
To be there or not to be there that is the questionMatthias Wölfel
Virtual environments let us experience a person's sense of being there, a form of spatial immersion dubbed presence and of being there together known as connected presence. This visceral feeling of being there depends on several dimensions including the realism of the environment and the embodiment of one self and the others. We argue that presence and belonging is not only a question of technology but a question of the provided format, the symbolic spaces and of social interaction. A virtual world is always a managed space and a managed me with all its complications.
Publication:
https://www.researchgate.net/publication/282730208_To_Be_There_or_Not_to_Be_There_That_is_the_Question%21
Kinetic Space – Ein intuitiver Zugang zur 3D GestenerkennungMatthias Wölfel
Berührungslose Mensch-Maschine-Schnittstellen, die durch die Beobachtung und das
Erkennen von Bewegungsmustern im dreidimensionalen Raum anhand von Tiefensensoren ermöglicht
werden, erfreuen sich einer immer größeren Beliebtheit. Damit das volle Potential einer tiefensensorbasierten
Mensch-Maschine-Schnittstelle vielfältig genutzt werden kann, müssen traditionelle Interaktionsparadigmen
aufgegeben werden. So kommen bei der Steuerung der Xbox 360 mit der Kinect weiterhin
Interaktionsparadigmen zum Einsatz, die stark an der Maus-Cursor-Interaktion orientiert sind. Eine
aufwendige Analyse der Körperbewegungen, wie sie zum Beispiel in „Nike+ Kinect Training“ oder „Dance
Central“ implementiert ist, um die Bewegungen des Nutzers zu analysieren, kommt aber recht selten zum
Einsatz – zeigt aber bereits die potentiellen Möglichkeiten auf. Wir stellen zahlreiche mögliche Anwendungen der dreidimensionalen Gestenerkennung vor die unter anderem mit der Software Kinetic Space realisiert wurden. Dabei gehen wir auf unsere Erfahrung bei der Entwicklung und dem Support von bereits heute realisierten oder noch in
der Entwicklung befindlichen gestenbasierten Anwendungen ein und zeigen auf, was heute technisch bereits
möglich ist und wo noch Entwicklungsarbeit geleistet werden muss.
Designing Voice-Driven Game Experiences | Dave IsbitskiJessica Tams
Delivered at Casual Connect USA. Game developers often wonder what’s next. Is it AR? VR? One new technology we don’t need to wonder about is Voice Interfaces. Voice command interfaces aren’t a question of ‘if’ or ‘when’ anymore; they’re already happening. In this session you will hear about the most common (and amusing) traps developers fall into when designing audio interfaces and learn industry best practices for designing apps and games that work with voice services.
Watch that tone! Creating an information experience in the Atlassian voice (2...Sarah Karp
Originally presented at Write the Docs Prague 2016, Sarah Karp covers the following points in this talk:
- What is the Atlassian voice?
- Why is a consistent voice important?
- How can you create your own voice & tone guidelines?
- Tips for applying voice & tone to a piece of UI copy
In stark contrast to online advertising campaigns, advertisement in the urban space has lost attention and seems to be stuck in the Gutenberg era. The emergence of hybrid urban spaces, however, allows for novel possibilities to bring back customers’ attention and interest. In this publication we review current interactive advertisement campaigns, investigate the use of implicit (age, gender, location) and explicit (2D and 3D gestures) interactions of the user to adjust the ad, and discuss novel questions and responsibilities that are driven by these new advertisement formats. To evaluate different aspects on the behavior and acceptably of such novel kind of advertisement we have built a prototypical system and put it into a shopping mall. The conducted user study includes 98 random visitors of the mall who have first tested the system and then filled out a questionnaire.
To be there or not to be there that is the questionMatthias Wölfel
Virtual environments let us experience a person's sense of being there, a form of spatial immersion dubbed presence and of being there together known as connected presence. This visceral feeling of being there depends on several dimensions including the realism of the environment and the embodiment of one self and the others. We argue that presence and belonging is not only a question of technology but a question of the provided format, the symbolic spaces and of social interaction. A virtual world is always a managed space and a managed me with all its complications.
Publication:
https://www.researchgate.net/publication/282730208_To_Be_There_or_Not_to_Be_There_That_is_the_Question%21
Kinetic Space – Ein intuitiver Zugang zur 3D GestenerkennungMatthias Wölfel
Berührungslose Mensch-Maschine-Schnittstellen, die durch die Beobachtung und das
Erkennen von Bewegungsmustern im dreidimensionalen Raum anhand von Tiefensensoren ermöglicht
werden, erfreuen sich einer immer größeren Beliebtheit. Damit das volle Potential einer tiefensensorbasierten
Mensch-Maschine-Schnittstelle vielfältig genutzt werden kann, müssen traditionelle Interaktionsparadigmen
aufgegeben werden. So kommen bei der Steuerung der Xbox 360 mit der Kinect weiterhin
Interaktionsparadigmen zum Einsatz, die stark an der Maus-Cursor-Interaktion orientiert sind. Eine
aufwendige Analyse der Körperbewegungen, wie sie zum Beispiel in „Nike+ Kinect Training“ oder „Dance
Central“ implementiert ist, um die Bewegungen des Nutzers zu analysieren, kommt aber recht selten zum
Einsatz – zeigt aber bereits die potentiellen Möglichkeiten auf. Wir stellen zahlreiche mögliche Anwendungen der dreidimensionalen Gestenerkennung vor die unter anderem mit der Software Kinetic Space realisiert wurden. Dabei gehen wir auf unsere Erfahrung bei der Entwicklung und dem Support von bereits heute realisierten oder noch in
der Entwicklung befindlichen gestenbasierten Anwendungen ein und zeigen auf, was heute technisch bereits
möglich ist und wo noch Entwicklungsarbeit geleistet werden muss.
Designing Voice-Driven Game Experiences | Dave IsbitskiJessica Tams
Delivered at Casual Connect USA. Game developers often wonder what’s next. Is it AR? VR? One new technology we don’t need to wonder about is Voice Interfaces. Voice command interfaces aren’t a question of ‘if’ or ‘when’ anymore; they’re already happening. In this session you will hear about the most common (and amusing) traps developers fall into when designing audio interfaces and learn industry best practices for designing apps and games that work with voice services.
Watch that tone! Creating an information experience in the Atlassian voice (2...Sarah Karp
Originally presented at Write the Docs Prague 2016, Sarah Karp covers the following points in this talk:
- What is the Atlassian voice?
- Why is a consistent voice important?
- How can you create your own voice & tone guidelines?
- Tips for applying voice & tone to a piece of UI copy
In stark contrast to online advertising campaigns, advertisement in the urban space has lost attention and seems to be stuck in the Gutenberg era. The emergence of hybrid urban spaces, however, allows for novel possibilities to bring back customers’ attention and interest. In this publication we review current interactive advertisement campaigns, investigate the use of implicit (age, gender, location) and explicit (2D and 3D gestures) interactions of the user to adjust the ad, and discuss novel questions and responsibilities that are driven by these new advertisement formats. To evaluate different aspects on the behavior and acceptably of such novel kind of advertisement we have built a prototypical system and put it into a shopping mall. The conducted user study includes 98 random visitors of the mall who have first tested the system and then filled out a questionnaire.
Voice Search: How Will it Affect Search Marketers in 2017?Clark Boyd
Voice Search is a strategic priority for Google, Apple, Amazon and Microsoft. Why is it so crucial, who looks likely to win the race for voice search supremacy, and how will it affect SEO & PPC in 2017?
Gestures Interactions: Humans naturally use gestures or gestures with voice to communicate with others. Humans can also communicate with machines where no physical contact is required. Gesture recognition software enables to communicate with a machine (Human Machine Interaction) more naturally.
Speech interaction: is an enjoyable way to interact with application replacing keyboard, mouse, touch and gestures. Speech recognition software converts words spoken by the user into web search, text for form input, to specify an action to accomplish a task.
Creating intuitive and usable Voice User Interfaces (VUI) involves coordinating a large number of research-based best practices, with the unique needs of each project. This white paper explores various factors that influence VUI design.
Natural User Interface Demo based on - 3D Brick Game using KinectNitesh Bhatia
Slides on my presentation on Natural User Interface Demo based on - 3D Brick Game using Kinect. In the end you can see youtuve video showing demo of application.
NUI - Natural User Interfaces: nur ein Hype oder die nächste Stufe der Intera...Ralf Kienzler
Natürliche Benutzerschnittstellen (Natural User Interfaces, kurz NUI) stellen für viele Interface Designer nach der Ära der Kommandozeilenbedienung und grafischer Benutzeroberflächen eine neue Generation der Mensch-Computer Interaktion (Human-Computer Interaction, HCI) dar. Ist das nur Marketing-Geschwarfel und wo genau sollen die Unterschiede sein? Eine Konfliktanalyse. Links und Background Infos können gerne bei mir angefragt werden. Die Präsentation beinhaltet interaktive Elemente, die hier nicht abgebildet werden.
How Natural User Interfaces are changing Human Computer InteractionMarco Silva
(Presentation that I did at UX-LX in 2010)
We are living a new ‘wave’ of innovation in Human-Computer Interaction, as new devices and technologies are allowing the creation of new forms of interaction. These new technologies are the building blocks for us, software developers, designers, and architects, to create more natural and intuitive interfaces for our applications. These new technologies are, not only multi-touch enabled, but also allow multiple users to interact simultaneously with the application, in a collaborative manner, opening a world of possibilities and potential for next generation software to take advantage of.
New platforms and tools are emerging every day, such as Microsoft Surface, Apple's Iphone, Pranav Mistry's Sixth Sense, and the upcoming Xbox360's Project Natal are great examples of this ‘new wave’ of technology, and the positive feedback these new ideas are receiving prove that users value this change. I think that now it’s important to stop and evaluate the impact we, as IT Professionals, can have on the way users interact with devices, with information and even each other, and how we can take advantage of these new tools and add value to our applications.
For more information on this subject checkout:
http://research.microsoft.com/
http://channel9.msdn.com/posts/LarryLarsen/CES-2010-NUI-with-Bill-Buxton/
http://www.billbuxton.com/multitouchOverview.html
http://www.webdirections.org/resources/august-de-los-reyes-predicting-the-past/
Conversational UX isn't a new channel or hardware. It's the milestone we’ve always been striving towards: the seamless interaction between human and technology.
We break down the most significant digital transformation since the rise of mobile computing.
UX Trends for Startups leveraging Voice & Text - Phonegap Meetup - 4YFN - MWCClaudio Cossio
There is an evolution in the interaction of software, apps and interconnected devices (IoT). Join me to talk about the main trends in user experience (UX) and high value interaction with the user, and furthermore the technology behind these opportunities. We will see examples on how to integrate these trend in design and UX within the startup business model and the added value they can provide.
What will it be like to use voice services in the year 2024? This short presentation offers some ideas. It is being used to stimulate discussion as research for a report and video to be published later this year.
Stephen Aponte Jr.'s presentation from CEWIT2013 is now present online through slideshare! Learn more about voice driven user interface design by reading his slides or you can contact Intelligent Product Solutions at www.intelligentproductsolutions.com for any questions you may have.
Evangelizing and Designing Voice User Interface: Adopting VUI in a GUI worldStephen Gay
Evangelizing and designing voice user interface in an organization with a long GUI-only history.
Apple’s Siri and Google Now have ignited consumers’ interest in voice user interface (VUI) by delivering valuable and delightful customer experiences. Innovative companies can leverage VUI solutions to create a competitive advantage. But how do you drive the adoption of VUI in an organization with a long GUI-only history? We'll share the frameworks we used to evangelize VUI, offer key insights and design principles to help you start your own grassroots VUI movement, and provide best practices and a VUI brainstorming canvas.
Voice Search: How Will it Affect Search Marketers in 2017?Clark Boyd
Voice Search is a strategic priority for Google, Apple, Amazon and Microsoft. Why is it so crucial, who looks likely to win the race for voice search supremacy, and how will it affect SEO & PPC in 2017?
Gestures Interactions: Humans naturally use gestures or gestures with voice to communicate with others. Humans can also communicate with machines where no physical contact is required. Gesture recognition software enables to communicate with a machine (Human Machine Interaction) more naturally.
Speech interaction: is an enjoyable way to interact with application replacing keyboard, mouse, touch and gestures. Speech recognition software converts words spoken by the user into web search, text for form input, to specify an action to accomplish a task.
Creating intuitive and usable Voice User Interfaces (VUI) involves coordinating a large number of research-based best practices, with the unique needs of each project. This white paper explores various factors that influence VUI design.
Natural User Interface Demo based on - 3D Brick Game using KinectNitesh Bhatia
Slides on my presentation on Natural User Interface Demo based on - 3D Brick Game using Kinect. In the end you can see youtuve video showing demo of application.
NUI - Natural User Interfaces: nur ein Hype oder die nächste Stufe der Intera...Ralf Kienzler
Natürliche Benutzerschnittstellen (Natural User Interfaces, kurz NUI) stellen für viele Interface Designer nach der Ära der Kommandozeilenbedienung und grafischer Benutzeroberflächen eine neue Generation der Mensch-Computer Interaktion (Human-Computer Interaction, HCI) dar. Ist das nur Marketing-Geschwarfel und wo genau sollen die Unterschiede sein? Eine Konfliktanalyse. Links und Background Infos können gerne bei mir angefragt werden. Die Präsentation beinhaltet interaktive Elemente, die hier nicht abgebildet werden.
How Natural User Interfaces are changing Human Computer InteractionMarco Silva
(Presentation that I did at UX-LX in 2010)
We are living a new ‘wave’ of innovation in Human-Computer Interaction, as new devices and technologies are allowing the creation of new forms of interaction. These new technologies are the building blocks for us, software developers, designers, and architects, to create more natural and intuitive interfaces for our applications. These new technologies are, not only multi-touch enabled, but also allow multiple users to interact simultaneously with the application, in a collaborative manner, opening a world of possibilities and potential for next generation software to take advantage of.
New platforms and tools are emerging every day, such as Microsoft Surface, Apple's Iphone, Pranav Mistry's Sixth Sense, and the upcoming Xbox360's Project Natal are great examples of this ‘new wave’ of technology, and the positive feedback these new ideas are receiving prove that users value this change. I think that now it’s important to stop and evaluate the impact we, as IT Professionals, can have on the way users interact with devices, with information and even each other, and how we can take advantage of these new tools and add value to our applications.
For more information on this subject checkout:
http://research.microsoft.com/
http://channel9.msdn.com/posts/LarryLarsen/CES-2010-NUI-with-Bill-Buxton/
http://www.billbuxton.com/multitouchOverview.html
http://www.webdirections.org/resources/august-de-los-reyes-predicting-the-past/
Conversational UX isn't a new channel or hardware. It's the milestone we’ve always been striving towards: the seamless interaction between human and technology.
We break down the most significant digital transformation since the rise of mobile computing.
UX Trends for Startups leveraging Voice & Text - Phonegap Meetup - 4YFN - MWCClaudio Cossio
There is an evolution in the interaction of software, apps and interconnected devices (IoT). Join me to talk about the main trends in user experience (UX) and high value interaction with the user, and furthermore the technology behind these opportunities. We will see examples on how to integrate these trend in design and UX within the startup business model and the added value they can provide.
What will it be like to use voice services in the year 2024? This short presentation offers some ideas. It is being used to stimulate discussion as research for a report and video to be published later this year.
Stephen Aponte Jr.'s presentation from CEWIT2013 is now present online through slideshare! Learn more about voice driven user interface design by reading his slides or you can contact Intelligent Product Solutions at www.intelligentproductsolutions.com for any questions you may have.
Evangelizing and Designing Voice User Interface: Adopting VUI in a GUI worldStephen Gay
Evangelizing and designing voice user interface in an organization with a long GUI-only history.
Apple’s Siri and Google Now have ignited consumers’ interest in voice user interface (VUI) by delivering valuable and delightful customer experiences. Innovative companies can leverage VUI solutions to create a competitive advantage. But how do you drive the adoption of VUI in an organization with a long GUI-only history? We'll share the frameworks we used to evangelize VUI, offer key insights and design principles to help you start your own grassroots VUI movement, and provide best practices and a VUI brainstorming canvas.
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Combing through language experts' memoirs, autobiographies, interviews and quotes from third-party websites, their views on English Mastery converge on this simple fact: Use it with feedback often or lose it.
Subtitling services go beyond just adding text to your content—they enhance its accessibility, reach, and impact. Whether you're creating educational videos, marketing content, or entertainment, subtitles can be a powerful tool to connect with a broader and more diverse audience.
https://www.acadecraft.com/localization/subtitling-services/
Staying Sane While Publishing in Multiple Languages Across Multiple FormatsElizabeth Henry
October 2013
Transmedia Meetup Zurich
I was asked to present a brief talk on Multilingual Publishing and Global Content Strategy.
It's a launching point for transmedia or cross-platform projects that must appear in multiple languages. How do you start? What are you actually trying to do with a transmedia project? What are you saying? Where are you saying it? How are you balancing technology and your core message to your audience?
THE COMPASS: Route to Academic Speaking is a course book designed with the aim of equipping English language learners with the essential speaking and presentation skills they need in order to perform successfully in academic contexts.
The book consists of four thematic units which explore different aspects of carefully selected and stimulating themes like mind, art, marketing, and technology & science. The tasks in each unit build upon each other both thematically and skills wise and the units end with a culminating presentation assignment where students are expected to display their understanding and command of the themes and skills focused on in the relevant unit.
Key features:
designed for tertiary level learners
follows an integrated skills approach with the primary focus on the speaking skill
utilizes authentic listening and reading materials which serve as a springboard to provide the necessary context and background knowledge for the speaking tasks
offers an array of speaking tasks like debates, discussions, role plays and oral synthesis
encourages fluency and spontaneous language production
helps learners build confidence in speaking English
contains “Speaking Help” sections and “The Sound of English” sections to help learners improve their fluency and pronunciation
facilitates critical thinking skills
provides input and practice for the presentation skills required in academic and professional contexts
THE COMPASS: Route to Academic Speaking ensures that students will acquire the language skills they will draw upon not only in their academic life but also in their future career.
Navigating the rough patches in the academic landscape is a tough experience...All you need to survive is... “THE COMPASS”!
www.nuanskitabevi.com
Color Preference Differences Between HMD and PCMatthias Wölfel
Recently virtual reality (VR) applications are shifting from professional use cases to more entertainment-centered approaches. Therefore aesthetic aspects in virtual environments gain in relevance. This paper examines the influence of different color determining parameters on user perception habits between head mounted displays (HMD) and computer screens. We conducted an empirical study with 50 persons that were asked to adjust the color temperature, saturation and contrast according to their personal preferences using a HMD as well as a computer screen, respectively. For cross validation we tested a second user group of 36 persons that were asked to adjust the color temperature exclusively. By using a set of five different panorama images-each of them representing an exemplary scenario-we have found that color perception differs significantly. This depends on the used output device as well as gender: i.e. females preferred a significantly colder color scheme in VR compared to their preferences on the computer screen. Furthermore they also chose a significant colder color scheme on the HMD compared to their male counterparts. Our findings demonstrate that content created for conventional screens can not simply be transferred to immersive virtual environments but for optimal results needs reevaluation of its visual aesthetics.
Effects of Electrical Pain Stimuli on Immersionin Virtual RealityMatthias Wölfel
The ultimate goal of virtual realty is to create a simulated world around us which is indistinguishable from the physical world as we know it. In such an environment our actions could lead to severe effects on our body. What would happen if one gets hit by a bullet, car or lightning? How would the felt pain change our perception of the virtual environment? It turns out that the influence of nociception (pain) on the human perception in virtual environments is not well covered in the scientific literature besides pain control/management. The goal of this publication is to investigate the influence of pain stimuli on immersion as well as decision making and to foster research and discussion in this direction.
What User Interface to Use for VR: 2D, 3D or Speech – A User StudyMatthias Wölfel
In virtual reality different demands on the user interface have to be addressed than on classic screen applications. That's why established strategies from other digital media cannot be transferred unreflected and at least adaptation is required. So one of the leading questions is: which form of interface is preferable for virtual reality? Are 2D interfaces-that are mostly used in combination with mouse or touch interactions-the means of choice, although they do not use the medium's full capabilities? What about 3D interfaces that can be naturally integrated into the virtual space? And last but not least: are speech interfaces, the fastest and most natural form of human interaction/communication, which have recently established themselves in other areas (e.g. digital assistants), ready to conquer the world of virtual reality? To answer these question this work compares these three approaches based on a quantitative user study and highlights advantages and disadvantages of the respective interfaces for virtual reality applications. Index Terms-virtual reality, comparison of user interfaces, input modality, 2D interface, 3D interface, speech interface
Acceptance of dynamic feedback to poor sitting habits by anthropomorphic objectsMatthias Wölfel
The human body is designed for regular movement. Many humans,
however, spend the bulk of their day sitting still instead.
On average, for instance an adult spends approximately 10
hours each day sitting–in Asia, Europe as well as US. While a
brief period of sitting here and there is natural, long periods
of sitting day-in and day-out can seriously impact health and
are associated with a significantly higher risk of heart disease,
diabetes, obesity, cancer, and depression, as well as muscle
and joint problems. Even working out vigorously may not
compensate for long sitting sessions. The key is to build frequent
movement variety into the day and to change the sitting
position from time to time. About every 20-30 minutes the
body needs a posture break by moving for a couple of minutes
or, at least, by changing the sitting position.
Most humans, even knowing about bad behavior and willing
to change it, are not able to do so for many different reasons.
In order to support behavior changes we have developed a
system which is able to track sitting behavior and reflect this
by anthropomorphic objects. By doing so we can provide a
constant feedback of the seating position and give a reminder
to sit right, to change the seating position from time to time or
to stand up.
In our user study we demonstrate that such a system is
accepted by the user and believed to lead to better posture
awareness and sitting behavior.
Die über Jahrzehnte etablierte Interaktion mit Computern über Tastatur und Maus ist im Umbruch und die Bedienung über Sprache und Gesten ist der neue Trend. Während sich diese natürlicheren Interaktionsformen (die daher auch als Natural User Interface bezeichnet werden) bereits im täglichen Gebrauch auf Smarphones und Tablets, in Infotainmentsystemen im Auto und beim Spielen (Xbox Kinect) bereits weite Verbreitung gefunden haben, wurde das Potential solcher Interaktionsformen für das eLearning bei weitem noch nicht ausgeschöpft. So gibt es zahlreiche Arbeiten, bei denen untersucht wurde, wie sich die Bedienung über Touch (also die zweidimensionale Gesteneingabe mit „unmittelbarer“ Interaktion mit den virtuellen Inhalten) im Vergleich zur Bedienung durch Tastatur und Maus auf den Lernprozess auswirkt. Hierbei wurde aber „nur“ die Interaktion mit der Lernumgebung verändert, aber nicht der Lernprozess selbst. Jedoch ermöglichen sensorbasierte Natural User Interfaces genau dieses: sei es beim Erlernen von Tanzbewegungen oder krankengymnastischen Übungen durch Beobachtung und Analyse der ausgeführten Bewegung; beim Spielenerlernen eines Musikinstrumentes durch die „intelligente“ Auswertung des Audiosignals oder beim Erlernen der richtigen Schreibweise, indem der Schreibstift vibriert, wenn ein Wort falsch geschrieben wurde.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
3. Idea
While the shape of a single typographical character has been
treated as an unchangeable property until today, we let the
shape of each single character adjust according to particular
acoustic features in the spoken reference.
3
4. Voice Driven Type Design
Because the characteristics in the voice shape the design of
each typographic character we call this approach voice driven
type design (VDTD).
4
6. It can be:
static as presented in printing books, posters and comics,
where type represents content in a uniform and permanent
way
dynamic as in kinetic typography which is an animation
technique to express ideas using text-based video animation
reactive as in responsive type where the shape of each letter
is adjusted according to the properties of the reader
6
8. But which
property of the acoustic signal
should be mapped to which
property of the typographical character?
8
9. Loudness
Producing loudness in speech amplifies the signal and is
used to have the attention of a listener.
To have the attention of the reader, bolder text is commonly
used.
To recognize each acoustic feature separately after the
mapping on its visual representation, we decided to increase
only the vertical stroke weight.
9
10. Pitch
High pitch levels draw attention and express emotions.
Medium pitch levels account for more neutral attitudes.
We adapt the horizontal stroke weight depending on the
pitch level since this modification increases the reader’s
curiosity.
10
11. Speed
A reader usually jumps from a part of a word to a next part of
a word.
Increasing the character width extends this scanning process
of the eyes.
Therefore, we map the speed of the utterance to the
character width.
11
15. Language learning and
speech-language pathology
Many people learning a new language have trouble doing the
intonation and accentuation in a right way. A potential of VDTD
is that it allows to illustrate intonation and accentuation in
software and books for language learners.
15
16. Hints for deaf people
Deaf people profit from VDTD since it gives
them hints on how something was spoken.
This is helpful in different situations:
learning how to pronounce
interpreting the intention
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17. Hints for dyslexia
A reading disorder is primarily influenced by the so-called
phonological awareness.
People with an unsatisfactory phonological awareness are not
able to extract the correct orthographic word out of a spoken
utterance.
VDTD offers a new way to visualize a comprehensible
relationship between the spoken utterance and the written text.
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18. Subtitles
Subtitles on television screens are very popular in places with
either a lot of background noise or where different programs
are simultaneously broadcasted.
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19. Texting
People love texting – in the static text of the transcription,
meta-information is lost and no emoticons help the receiver.
VDTD can support such a scenario.
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20. Singing and Karaoke
Voice-driven type designed songbooks can support singing
songs without the requirement of being able to read notes since
loudness, pitch and speed are illustrated in a more
comprehensible form and provides additional information to
those who are able to read and interpret notes.
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22. Acceptance
The question if VDTD is interesting for several applications has
been answered by most participants positively – a result
between strongly agree and agree.
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23. Representation of Voice Characteristics
Subjects listened to one recording of the poem and graded how
good each verse of five texts represents the loudness, pitch
and speed of the recording.
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Acoustic
Feature
Approach
VDTD R1 R2 HTD
Loudness 2,46 2,71 2,81 3
Pitch 2,46 2,58 2,4 3,1
Speed 2,58 2,56 2,83 3,23
Average 2,5 2,62 2,68 3,11
24. Representation of Speakers’
Characteristics
To determine if the visualization representation preserves
individual characteristics of a speaker, standard deviations are
calculated, between utterance pairs.
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Acoustic Feature Standard Deviation
Same Speaker Different Speaker
Loudness 0.028 0.040
Pitch 0.032 0.045
Speed 0.019 0.027