Wednesday, December 2, 2009

Project Two :: Final Crit Lineup

  • Corie crits Alicia & Blake
  • Ramzy crits Michael & Josh
  • Michael crits Meredith & Morgan
  • Alicia crits Logan & Ian
  • Logan crits Corie & Ryan
  • Ian crits Blake & Cassie
  • Meredith crits Corie & Ryan
  • Morgan crits Ramzy & Jessica
  • Blake crits Meredith & Josh
  • Cassie crits Logan & Morgan
  • Josh crits Alicia & Cassie
  • Ryan crits Ramzy & Jessica
  • Jessica crits Michael & Ian

Project Two :: Final Crit

Final crit will be brief presentations of your work to the group, followed by written critiques. presentations will be informal; two or three minutes to share your work with everyone, explaining any ideas, technical wizardry, etc. so everyone can see the work.

You will provide written critiques for two classmates. fifteen minutes will be provided for each crit and should be posted to your classmate's blog as a comment. The comment will be placed in the post I'll describe below. Your crit should address the following issues:

  • overall usability of the site
  • the degree to which it pushes boundaries / questions traditional presentation of portfolio work
  • same as above but for overall site navigation
  • if the site utilizes linear / cinematic elements (such as transitions, image sequences, etc) and the success of those linear elements
  • overall organization of the work -- logical? interesting?

To prep for the written crit, make sure you have a final screen grab of the project posted on your blog and title the post "MX project two final". If you have the work on your website, please provide a link to the site in the text of that post. Also provide a written description of your intentions for the site -- what you hoped to achieve in its design, rationale for the design decisions you made, what you learned through this process, what you are most proud of, what you struggled most with.

Project Two :: Blog Requirements + Readings

Here is what i'll be looking for in terms of process documentation:
  • evidence of brainstorming -- lists or sketches
  • image(s) of your 3d model(s)
  • two screen grabs of at least three rapid prototypes. show two screens from each idea with brief explanations
  • refinements/process toward your final direction.
  • a couple of screen grabs of the final functioning wireframe.
  • four reading responses from "the language of new media"

label all posts "MX"

Friday, November 20, 2009

Project Two :: Schedule til the end!

The end is nigh! Use your time wisely making your site function and getting some example pieces in there. The final should represent a tight, functioning, digital "wireframe" that hopefully just needs some fine-tuning and sweet design to be presentable.

Today is work day and I will be in a printmaking critique for most of our class. So get busy.

  • Friday Nov 20: production
  • Wed/Frid Nov 20/25 Thanksgiving: production
  • Wed Nov 2: production
  • Friday Nov 4: critique!
  • Reading: "The Language of New Media" pp 78-93 Cinema, HCI: Representation vs Control
    Reading response on your blog. label post "MX"
  • Reading: "The Language of New Media" pp 94-103 The Screen and the User, a Screens' Genealogy
    Reading response on your blog. label post "MX"

Wednesday, November 18, 2009

Project 2 :: Direction, Task Scenario & Wireframes

In class
  • Post any visual iterations to your blog, determine a direction to pursue.
  • Create task scenarios to flesh out a range of screens that storyboard the interaction process.
  • Roughly determine portfolio content -- 10-15 pieces. Focus more on categories of work, rather than specific pieces.

  • Refine task scenario sketches, add more screens and task scenarios as needed to achieve a full set of possible wireframed screens.
  • Post visual iterations to your blog, determine a direction to pursue.
  • Reading: "The Language of New Media" pp 78-93 cinema, HCI: Representation vs Control
  • Reading response on your blog. label post "MX"

Thursday, November 12, 2009

Project 2 :: Reading Responses

To reinforce the importance of reading theory and criticism, you are required to write a response to each reading for this project (four total) from "The Language of New Media". Each response will be worth 10 25 points (the scale I use for all tasks, then filtered through percentage of grade: in this case 5%), and should be posted to your blog with the label "MX".

An excellent response does the following:
  • notes new concepts learned in the passage
  • makes connections between the reading and your MX projects
  • makes connections between the reading and non-MX readings/experiences
  • does all of the above concisely 
Lesser responses that exclude portions of the above will decrease in points earned.

Wednesday, November 11, 2009

Project Two :: Round-Up Crit

In class
  • discuss reading
  • group crit on all rapid prototypes. 10 min each, max.

  • Revise idea based on crit feedback. Go back to sketch mode, iterating widely and creating a range of wireframe layouts that utilize your chosen functionality.
  • Reading: The Language of New Media, pp 63-78 (stop at "Cinema" subsection)
    The reading is at the library under my reserves, or you can get a PDF through the kcai library site (direct link). The reading is called "The Interface" and the password is "media".

  • Post two screen grabs of each of your ideas, each showing different states of interaction. That will give you a rough total of six screen grabs -- show at least 3 ideas, more if you have 'em. Provide a brief explanation for how each idea works to supplement your images.

Friday, November 6, 2009

Project Two :: Round Up

In class
  • 15 min: find+share
  • finalize test 3 by end of class. show idea quickly
  • revise/refine previous directions
  • refine all tests and prep for group crit. group crit will be used to select one direction to pursue.
  • reading: Windows & Mirrors, from The myth of transparency 48-50 to Another strategy 55-56

Wednesday, November 4, 2009

Project Two :: Round 3 Iterations

In class
  • 15 min: find+share
  • 30 min: discuss reading
  • 50 min: finalize test 2. show idea quickly, one-on-one. 
  • 50 min: brainstorm round 3

  • Continue brainstorm/rapid prototype #3.
    Tests can be html/css/javascript vs flash, or a combination of both
  • Reading: Windows & Mirrors:
    from the history of disappearing pp 34-38 to the macintosh interface 44-48


Use the comments of this post to share links to sites, articles or videos that are relevant to our projects and the principles of Web 2.0, or that are just plain awesome, whatever your criteria may be! We will then share and discuss our links regularly in class.

Monday, November 2, 2009

Project Two :: Round 2 Iterations

In class

  • 15 min: find+share
  • 1 hour: for coding / finishing flash test #1
  • 1 hour: create interaction model(s) in a 3 dimensional model


  • Continue brainstorm / rapid prototype #2.
    Tests can be html/css/javascript vs flash, or a combination of both.
  • Reading: Windows & Mirrors, from Introduction 2-7, to Wooden Mirror 32-34 on e-reserve
  • Post 3d interaction models to blogs

To access e-reserves complete the following steps:

-log onto the KCAI Library Catalog

-under Other Options/Course Reserves: choose instructor name

-search by the instructors last name (eppelheimer)

-select "multimedia experience"

-select "windows and mirrors"

-Log-in to the Library Catalog (enter your name, campus ID and campus code) and then it asks you to enter your Course Password -- media

Wednesday, October 28, 2009

Project Two :: CRAFT DAY!

For round 2 of the initial interaction iterations on Friday, we will build 3 dimensional interactive models as a way of generating new ideas. Each of you should bring supplies to use for building (and sharing with classmates): paper clips, toothpicks, marshmallows, tape, peanuts, mattboard scraps, paper scraps, anything you can come up with. Bring a bunch of one thing for all to share in class on Friday.

Project Two :: Rapid Prototyping

So, if you are confused as to how to proceed based on our first discussion of your ideas, do the following...
You should create quick functional examples of your ideas in either Flash or HTML/CSS/Javascript. Pick one idea to start and use basic boxes or images as a base to work with. Try to make the interactions you are imagining really happen on a small scale. If you want the user to drag something across the screen, figure out how to make that happen. Use the sites provided on the blog and internet searches to find similar solutions you can copy and alter to suit your needs.

Remember, a rapid prototype is a quickly fabricated model that allows decreased development time and mistakes down the road by allowing corrections to be made earlier in the process. Effective prototypes are fast, disposable, and focused.

Tuesday, October 27, 2009

Project Two :: Flash Sites...

to help you along the way. of course. paid subscription site.

several helpful beginning actionscript videos in here.

five video demos for flash beginners (includes some basic actionscript info)

some good sample fla files for beginners and intermediates

a good collection of beginner video tutorials

a huge range of user-generated tutorials, including a section on interactivity and navigation. is a site that aims to make designers better developers, and maybe even help developers become better designers.

Friday, October 23, 2009

Project Two :: Beyond the Portfolio


Conceive, design, and produce a fine-tuned, fully-functioning wireframed portfolio website. Your focus is on creating a unique and carefully-structured navigation/interaction experience. You have two major options for how to approach this work:

1) focus on the non-linear selection of projects in your portfolio, with consideration of smaller linear elements within a project.
2) focus on a linear presentation of time/motion-based work (aka "demo reel"), with consideration of a larger simplified non-linear structure to house the linear portfolio. 

The direction you choose will determine how your process goes. Students choosing option 1 will be using portfolio pieces as rough content with the option of refinements in pro practice next term. Their focus will be on the creation of the unique interaction model and not on portfolio content selection.

Students choosing option 2 will necessarily be focused on selecting and editing work for inclusion in the demo reel and will spend a good amount of time on the linear presentation of that work. Their larger portfolio structure will have to be simplified to complete the project in time. 


  • investigate alternate and experimental forms of navigation and presentation
  • integrate linear and non-linear elements into a seamless user experience.
  • understand the multiple tools & multiple technologies makeup of interactive design and explore the combination of these technologies
  • understand the separation of design and content that is integral to current multi-authored web content
  • further develop critical thinking and articulation skills in informal class discussions and formal critiques


  • visit and explore links from the examples post (do this first)
  • brainstorm interaction or animation types (see brainstorm post)

Project Two :: Brainstorming Interaction and/or Animation

The first half of this project will be very experimental and involve quick iterations of your ideas. To start, come up with as many unique or alternative models of interaction or animation as you can. Use metaphor to fuel your ideation and think beyond the chrome, along all possible axes. You can write out these ideas, or sketch out the ideas, or combine both methods. Bring at least 5 different ideas to class on Wednesday. Check these different but equally valid ideas from last year:

Curtis Pickell
  1. horizontal movement: macro - micro view of work
  2. divide all content into two parent categories: emotion/logic
  3. homepage randomly choses a portfolio piece each time it is refreshed
  4. each page (content type) is a room in a house. different types of work are contained within different rooms
  5. hallway with multiple doors dedicated to specific content
  6. night skyscape: constellations are formed through navigation
  7. subservient curtis: user can command me to present certain work as well as do other things
  8. filters determine given content (color, creation date, emotion, type, etc)
  9. site framed within actual eyeglass lens: focus blurs during transitions. left lens= nav; right lens= content
Adam Tramposh

Project Two :: Sweet Portfolio and Reel Examples

Project 1 :: Final Presentation Lineup

in order:

8:05 Ian/Ramzy
8:30 Ryan/Blake

break 8:50-9:00

large screen
9:00 Michael/Logan
9:25 Cassie/Jessica/Corie
9:50 Alicia/Meredith
10:15 Josh/Morgan

Tuesday, October 13, 2009

Project 1 :: Final Two Weeks

Wednesday Oct 14
  • discuss "don't make me think" reading, part I
  • make sure designs are finalized
  • outline final presentation (20 min for final pres & feedback, plan your time wisely)
  • begin prototyping
Friday Oct 16
  • discuss "don't make me think" reading, part II
  • continue prototyping
Wednesday Oct 21
  • finalize prototypes
  • work on presentations -- make sure you rehearse!
Friday Oct 23
  • post final presentation files to my CAS dropbox before the start of class
  • presentations!
  • introduce next project

Friday, October 9, 2009

Project 1 :: Detailing your visual designs

in class
  • work day/desk crits to finalize designs and make refinements. 
  • flash timeline nav demo

  • continue detailing all aspects of your screen layouts, making sure you are following complete task scenarios to show the user's click paths
  • read "don't make me think", chapters 1 and 2
  • start vaguely pondering how you will technically produce your prototype. flash? html/css? pdf? 

considerations for visual design refinements
  • do your users know where they are in the system? what task they are currently performing?
  • are you using spatial/typographic hierarchy to focus the user's attention properly?
  • is typography being applied consistently and systematically, in terms of sizes, weights, colors?
  • are tools/components/areas of your site named logically and clearly?
  • how are you utilizing visual feedback? how do users know they have successfully completed a task (submit info, button click, etc)?
  • are you designing properly for the given input device (mouse vs touch)? for example, touch screens cannot utilize rollovers.

Wednesday, October 7, 2009

Grading breakdown this semester

It looks like project one is going to last 9 weeks, leaving 6 weeks for project two. therefore, this course will be graded on the results of both projects with the following weights:

60% for project one

40% for project two

The four major grading areas (objectives, craft/presentation, participation, and process) will still apply to both projects. i am averaging all of your work across the board into those four areas.

Example 1: the presentations you gave for your initial concepts (audience review + wireframes) and your presentation of three directions will both count toward your final presentation grade.

Example 2: the quality of your ideas embedded in the research posters will count toward your final objectives grade.

Let me know if you have any questions about the grading breakdown.

Project 1 :: Final Direction

In class
  • group crit on three visual/wireframe directions from last week.

  • determine a direction to pursue based on peer input.
  • revise, refine, and detail that direction for the remainder of this week and up to the first class next week.
  • place a PDF of your original concept presentation in my CAS dropbox. filename "MX_lastname_conceptpres.pdf"
  • post to your blogs a few key frames from your concept presentation. Label your post "MX" (and your research poster post as well).

Thursday, October 1, 2009

Project 1 :: Poster Posting & CASing

As blog posts of your process are pretty thin, I will be requiring a number of posts that cover the project process and will factor into your grades, here's the first:

Make sure you have your final posters on your blogs and have dropped the final PDFs on my CAS drop box. If you split the poster design work in two, share and present both on your blogs so that the viewer understands the context.

Label the PDFs like this:
"MX_lastname_lastname_poster1.pdf" and

Project 1 :: Wireframe and Design Iterations

As you know from your years in this program, multiple iterations are vital to making sure you have the best ideas possible. With that in mind, here is where you should head for Friday's class and into next week:

  • begin developing 3 different design directions for your system (you already have one in progress):
    • develop alternate wireframes of 3 key desktop screens and 3 or 4 iPhone screens
    • create different visual metaphors for your system and ways those can produce varied emotive directions for your designs
    • discuss how alternate hierarchy schemes allows for different, but appropriate, user interaction
  • design visual examples to those new wireframe ideas
  • read "Module and Program" from Designing Visual Interfaces 153-end
Wednesday we will have a group crit on work-in-progress, so put together screens of your work to project for feedback.

Wednesday, September 30, 2009

Project 1 :: Schedule

You should be finalizing your wireframes and have your look and feel well developed.
We will be working a lot in class and have a progress crit on Wed the 7th.

Wed 9/30 Work in class, team meetings with me in Univers.
Fri 10/2 Work in class, short reading discussion.
Wed 10/7 Class progress crit on directions. Work in class.

Monday, September 28, 2009

Sunday, September 27, 2009

Interface everywhere.

I've been dreaming about real desktop interfaces (cause I'm a geek) since I first worked on a mac. Here's a future-microsoft-minorityreport-apple world scenario that Jamie posted over summer on designalogue.

Wednesday, September 23, 2009

Project 1 :: Design Round 1

homework for friday sept 25
  • alter and update solutions and wireframes based on input from critique. add detail and begin to make connections between tools/modules.
  • read and view tufte: "iphone interface design" and blogger Chris Fahey's response (with some excellent commenting as well).
  • start pondering branding-related aspects of your project: a site name, tool/function names, basic identity elements such as typefaces, graphic elements, and color choices.

in class friday sept 25
design round 1, show some sweet design!

Friday, September 18, 2009

Project 1 :: Inspiration

Let's crowd source some more links that are Web 2.0 & real world specific, each person owes class one interesting link by next Friday. Post here in comments.

Links from Friday 9.18
Yellow Arrow:
Sonar iPhone ruler:
Livestrong site:
Livestrong chalk writer:
Philips design probes:
Philips food probes:
Mapping main street:

Thursday, September 17, 2009

Project 1 :: First Presentation Expectations

For Wednesday's (9.23) presentation I expect a summarization of everything we've done so far with a plan for the rest of the project. This should include:
  • Recap of activity and audience
  • A basic outline of your system supported with visuals. If it's clear to us just from your description and visuals how it the system will work in general and how needs, a sense of belonging, a common symbol system and reciprocal influence are being addressed, you've probably got a good thing going. Describe the technologies involved in context in this part. Sketches, photos and storyboards will aid this part of the presentation.
  • Beginning wireframing with verbal description. I do not expect final, fully detailed wireframes of every piece of your system, just the basics. The hierarchy of needs and solutions should give you a basic outline of how to approach the wireframes. These do not need to be Illustrator files either. Well made, hand drawn, and photographed wireframes would work as well. Give us a feel for the main areas of the online interface and the uses of handheld or other devices that are part of your system.
You have 5-10 minutes for the presentation with 5-10 post pres class critique.

Be concise, be interesting. PRACTICE BEFOREHAND.

This is a great warm-up for the final presentation of the projects in front of an bigger audience. The critiques should be an added brainstorming session for your system, crowd source us to improve your project!

Wireframing Considerations

some things to help keep your head in the right place:
  • your solutions should be directly fulfilling believable, real needs that engage and excite the audience (exerting influence, creating emotional connection, etc)
  • be sure you are connecting the physical with the virtual, augmenting or extending each
  • your sketches should be structurally/task based (click this, upload this), and consisting of a series of screens. only indicate basic page elements that are used to interact and complete a task.
  • the visualizations of solutions should tell you where you'll need system "components" and in which media they belong.
  • put the needs and solutions in a hierarchical list and translate that to visual hierarchy in your online applications
  • the components, and hierarchy will help to drive your wireframing, i.e.: bigger areas = more important elements
  • while sitemapping/wireframing, consider the structural makeup of the system. for the online interface consider creating: multiple pages, a single page with interchangeable "modules/content buckets", or a mixture of both (most likely the last).
  • for the handheld device, simplicity and linear navigation in the interface is important to keep in mind. (problematic with some of last years work, tiny type, too many choices on a screen, not enough visual cues to help the user)

Wireframes, Only Wireframes

While desk doing desk crits during our last meeting, I was quite disappointed by the lack of large pieces of paper with evidence of your fruitful brainstorming and ideation process. There was much evidence of great ideas during our talks but I still pushed all of you on Wednesday to visualize your ideas physically, together, on paper. While developing your wireframes, that method will also serve you well, starting right out in Illustrator will stifle and slow you down.

Check out some good wireframing methods here on this aptly named blog, Wireframes:

Wednesday, September 16, 2009

Project 1 :: Class activities

in class wednesday 9.16
  • Work day. Desk crits on activity brainstorming. Plot out steps/processes for those activities. Begin visual translations into wireframes.

homework for friday 9.18

  • continue developing activities/processes/visual translations
  • plot your posters.

in class friday 9.18

homework for Wednesday 9.23
  • Prepare a presentation of your interaction solutions (5 minute keynote presentation summarizing research, proposing solution, showing wireframes).

Friday, September 11, 2009

Project 1 :: Conceptual Design

conceptual design: moving from research to ideas & solutions
The next few class sessions will focus on translating your knowledge of the audience into online (and offline) activities that will support and enhance their sense of community. It's important to look beyond now-generic web 2.0 functions such as photo-sharing and identify activities that connect people with people and the physical world with the virtual. Consider current AND hypothetical technologies and tools for data collecting, especially as they relate to the real world. Stay focused on activities and develop processes that allow that action to happen. The online tools you design should flow from those activities and processes. Consider ways your system could allow individuals to connect 1-to-1, 1-to-many, many-to-many. Use the skills you've learned in previous classes to map out scenarios of how users will move through your system (sketching, storyboarding, diagraming) and how that system will be arranged and presented (sitemapping/wireframing).

A good way to start could be listing requirements based on need next to possible tasks/scenarios to meet those needs, i.e.:

the swimmer

  • need: a new workout to improve butterfly stroke:
    solution: the community uploads categorized workouts, swimmer searches butterfly improvement, downloads chosen workout to (waterproof!) iPhone
  • need: check personal stats and improvement
  • solution: swim goggle attachment collects speed and positioning data over time, transmitting real-time to site where it's analyzed and presented as diagrammatic data over time, allowing comparison to other members
  • need: workout buddy
  • solution: swimmer calls up iPhone app, collected user data online is read and compared to swimmer capabilities and other interested users show up on iPhone area map.
  • need: competition
  • solution: swimmer can join the competition area and sign up for "races". goggle attachment monitors position and stop and start times, allowing swimmers in 2 different places at different times to compete.

homework, due Wednesday 9.16
  • Final poster refinements.
  • Based on the community reading and your own model, brainstorm/list what online activities might reinforce a sense of membership, allow for the reciprocal exertion of influence, fulfill their stated needs, and create a shared emotional connection. What can users do at your web space? What can users do in the real world that the online community can use to improve services or offer new services?

Wednesday, September 2, 2009

Project 1 :: Homework for Friday 9/5

in class
  • community reading discussion / review community models
  • watch an Anthropological Introduction to YouTube!
  • work time for research & brainstorming
  • continue individual and community research, bring research to class, begin designing posters (sketches are adequate for friday 9.5, research is more important at this point)
  • watch Clay Shirkey video
friday 9.5
  • class starts at 9:00
  • check out some old research posters and diagrammed info
  • poster process crit (at your desks)
  • work in studio
  • lunch lecture w/garrett @ 10:40

homework for wed 9.9
  • posters designed, tiled, and up on the wall at the start of class
  • Watch another Clay Shirky video!

Project 1 :: Research Posters

Design 2 research posters outlining your chosen activity from the individual and community perspectives. Creation of the research posters will fuel ideas for the creation of your "system". Find out all you can about what it takes for an individual, and community, to be involved in your chosen activity. Utilize the principles learned in Information Architecture to organize, display, and connect relevant points. Design as a team so your posters fit together systematically. Don't forget design & hierarchy, these posters should be engaging, beautiful, and informative.

size 2' x 3' (horizontal or vertical pair)


designers, developers, business specialists (imagine presenting this to a hypothetical group that would be funding, programming and advertising this project)

primary considerations

  • how can you design this information so it will actually be read and utilized?
  • is the content both concise and highly informative/useful?

content requirements

"individual" poster
1. a persona image
2. persona text and/or images describing:
  • basic demographic info such as age, education, home, employment, income, etc
  • "membership" info (from the reading and/or your own model) such as boundaries, emotional safety, level of belonging and identification, symbols used, etc
  • needs for community interaction: what is desired and valued by this person?
  • needs for successful activity involvement

"community" poster
visually / textually describe the following:
1. basic description of the community
2. activity information such as physical boundaries/setting, what's/who's involved, equipment, etc
3. shared values of the group
4. how influence works (provide an example)
5. how shared emotional connection happens (provide examples)

Sunday, August 30, 2009

Project 1 :: Homework for Wednesday 9/2

in class
  • o'reilly reading discussion
  • announce teams
  • teams get together & discuss activities (present activity ideas to class by 9:40)
  • watch an Anthropological Introduction to YouTube!

  • community reading: psychological sense of community
  • individually AS A TEAM propose your own community model (in writing) based on the reading, change it or expand it to incorporate restrictions or enhancements that the online space will bring, add it to this post's comments sections (as a team)
  • diagram your model for next class (post to your blogs)
  • start research & brainstorming, activity parameters such as:
  1. physical boundaries
  2. what's/who's involved
  3. equipment needs
  4. demographics
  5. individual and community wants and needs
  6. symbols (uniforms, tools, markers of the activity's community)
  7. motivations, etc.

URLs & Hosting

In the interests of getting the most of your multimedia experience, your future as designers, and being prepared for looming job searches, I am requiring that you purchase your very own URL and get hosting for it.

As discussed in class, get domain names and hosting from different vendors to give yourself the most flexibility in the future.

here's some links for your domain name search:
Network Solutions

here's some links for your hosting search:

Use Google or check some of these comparison sites:

Don't purchase hosting yet, just research and pick a couple possible hosts. Also, search for hte best deal on domain names. Please post the host and domain name holder you'd like to use.

Bring possible URL names on Friday: should it be your name, something clever and design related, or something you could build a business venture on. If you have an awesome name that's available, reserve it and keep it to yourself, or a sneaky classmate might steal it.

Friday, August 28, 2009

Web 2.0 Example 1

This image is not on my personal hosting server or uploaded to this blog, I am pulling the content from flickr, the image is really here: ( If I delete it on flickr it will no longer be on this blog. Though it will stay on your browser (stored in a temporary cache) until you reload the page.

Project 1 Teams


Tuesday, August 25, 2009

Ideal team member?

Who do you really want to work with for half a semester on our first project? Consider carefully and send me an email with 3 names in order of preference before Thursday. I will then consider carefully and post the teams before class on Friday. All requests will be confidential.

considerations to carefully consider
do you each bring a special set of skills to the team?
do you get along and will you get along working together for half a semester?
do you trust each other?
do you respect your team member enough to be responsible for your share of the deliverables?

What Is Web 2.0?

Please read the incredibly boring but explanatory What is Web 2.0. This is not about social implications and user perspective, but about the technologies around the changes in the internets that made Web 2.0 feasible. Why do I want you to read this? Why should a designer be aware of these things? We talk Friday.

Saturday, August 22, 2009

About the MX Blog

This blog will contain all materials relating to class, syllabus, project descriptions, deliverables, deadlines, discussions and more. You are expected to check it regularly and comment where required.

A designer must understand the landscape he works in and should regularly insert visual research into his routine. To this end and for the enrichment of all, I expect you to contribute to the FIND + SHARE post of this blog.

As part of your process and participation grades, your activities on your own blog and this blog will be monitored, so stay active! I expect significant process steps to be posted to your blogs and of course commented on.

Project 1 :: Community Building System

Design a multimedia system for a community of individuals involved in a common activity. This system should move content fluidly across platforms/mediums to display, map and share information. Define ways to facilitate interaction and sharing, finding ways to collect information from the real world to send, analyze, and visualize in the electronic world. An online area will respond to the needs of the whole community, while an iPhone application will be designed with the individual user in mind.

project objectives

  • understand what Web 2.0 means
  • understand the differences between, and design appropriately for, both static and dynamic content
  • design for a specific user group considering ethnography, age, location, etc.
  • apply user research to inform both your concept and design
  • apply (and expand) your technical and design knowledge from Information Architecture to complex situations
  • design at both the component and system level for screen-based communications
  • further develop your presentation and critique skills
  • integrate linear and non-linear elements into a seamless user experience.
  • understand the multiple tools & multiple technologies makeup of interactive design and explore their combination of these technologies
  • design screen-based systems that rely on and respond to user input
  • understand the separation of design and content that is integral to current multi-authored web content
  • demonstrate understanding of user-centered, contextually appropriate navigation structures
project considerations

  • consider both available and hypothetical technologies when concepting, be creative!
  • almost ANY individual activity can be the basis for a community, think about it!
  • your ideas and the design of your interfaces are the most important aspects of this project
  • you will not be expected to program functioning prototypes of this project, static click through demos and timeline-based Flash are fully acceptable
  • those inclined and interested in deeper technologies like Actionscripting and Javascript are encouraged to develop those skills and use them for the prototyping of this project