Saturday, March 23, 2013

Unit 9: People Make Mistakes

Everyone makes mistakes, so assume that something will go wrong. People will always make mistakes and there is no fail-safe product.Whether it's user error or software error, or if the designer made errors, there will always be errors.

People make errors when they are under stress. Research shows that a little stress can help you perform a task, because it heightens your awareness. However, too much stress degrades performance.

If people are performing a boring task, you need to raise the level of arousal with sound, colors, or movement. If people are performing a difficult task, then you need to lower the level of arousal by eliminating any distracting elements such as color, sounds, or movement, unless they are directly related to the task at hand.

Not all mistakes are bad. Errors with a positive consequence are actions that do not give the desired result, but provide the person with information that helps him or her achieve an overall goal.

The Morrell taxonomy classifies two types of errors: performance and motor-control. Performance errors are mistakes you make while you're going through the steps to complete a procedure. Motor-control errors are those you make while using the controls of a device.

People use different error strategies:
Systematic explorations- they plan out what procedures they'll use to correct the error.
Trial and error explorations- they randomly try out different actions, menus, icons, and controls.
Rigid explorations- doing the same action over and over even though it doesn't solve the error.

Unit 8: How People Feel

Seven basic emotions are universal. These emotions are joy, sadness, contempt, fear, disgust, surprise, and anger. These emotions are shown by facial expression and physical gestures. When using pictures to communicate information, use pictures that show one of the seven basic emotions to help communicate clearly. Also try to use photos where the expressions look real as people can often detect the fake ones.

Now only does botox prevent people from showing certain emotions, it may also prevent them from actually feeling these emotions that are linked to the muscle movements. Weird.

The thalamus is the part of the brain between the cerebral cortex and the midbrain. One of its functions is to process sensory information and send it to the appropriate part of the cortex. When you smell something that sensory data goes straight to your amygdala where emotional information is processed.

People will do a task rather than be idle, but the task has to be seen as worthwhile. If people see the task as busywork, then they will prefer to be idle.

People make quick decisions about what is not trustworthy. Design factors such as color, font, layout, and navigation are critical in making it through the first trust rejection phase.

Music can be intensely pleasurable. People have favorite music that induces euphoria. What induces euphoria in one person may have no effect for someone else. Allowing people to use or add their own music to whatever design or activity they're engaging in is a powerful way to engage them in a positive and potentially addictive experience.

Attention restoration therapy, according to Stephen Kaplan, is where people can concentrate better after spending time in nature or even looking at scenes of nature.




Unit 7: People Are Social Animals

Dunbar's number is the formula that Robin Dunbar came up with for calculating different groups' limits for the number of stable relationships. Dunbar calculated that 150 people is the social group size limit for humans. Your relationships with larger number of people through social media are likely weak ties.

When designing something that has social connections, decide whether those interactions are for strong or weak ties. 

Research shows how our imitation behavior works and you can use this in your design to influence behavior.

Mirror neurons are a subset of neurons that light up when you watch other people take an action. If you want to influence someone's behavior, then show someone else doing the same task.

Synchronous activities are actions you take together with others, where everyone is doing the same thing at the same time in physical proximity to one another. People who engage in synchronous activities were more cooperative in completing subsequent tasks, and more willing to make personal sacrifices in order to benefit the group. Wiltermuth and Heath's research showed that you don't even  have to feel good about the group or the activity in order to be more cooperative.

Depending on the media there are differences in how honest we are. According to Jeff Hancock's research, people lie the most on the phone, and least in email, with face-to-face and instant messaging interactions equal and in the middle of the other techniques. 

Listening to someone talk creates a special brain syncing that helps people understand what is being said. Presenting information through audio and/or video where people can hear someone talking is an especially powerful way to help people understand the message. 

People can tell when a smile is real or fake more accurately with video. Guillaume Duchenne identified two different types of smiles. Smiles that contract both the zygomatic major muscle and the orbicularis oculi muscle are called Duchenne smiles, while the non-Duchenne smiles only contract the zygomatic major muscle.

Friday, March 22, 2013

Portfolio Presentation

I went to the portfolio show at 11:30 because I had a class at 12:30, but they would not let me in until 12:00. So I was only able to briefly run through. The following are a few cards I was able to pick up. I wish I had more time to look around but I had a final presentation in class so I could not be late.


Senior Thesis Presentation

I was only able to make it to the last presentation, because I had class at the time. The presentation I saw was from Alan Ng.

His presentation was on virtual reality and how a lack of face to face networking can cause harm to your health.

I felt that his presentation was not prepared very well. It seemed that he did not practice his presentation. There was little to no eye contact, and he went through the slides too fast that we were not even able to see some of them. Also he would frequently skip slides on accident and then go back after realizing what he had done. Also he went over his time limit. This made me realize that practice is crucial to giving a great presentation.

Also in the end Tony asked him a few questions to which he was not able to answer. From what Tony said it seemed that Alan had gone more in depth about his ideas in his paper but failed to express them in his presentation.

Wednesday, March 6, 2013

Final Thesis proposal and bibliography

Transnational Branding - How Manchester United Became the World's Most Popular Football Club


There are many ways a brand will try to reach out to people transnationally. In the case of Premier League football team Manchester United and their 659 million fanbase, survey shows that United have doubled their fanbase in the last 5 years. Winning championships and silverware will definitely attract fans, but Manchester United have done much more to get the respect they have today. Through this thesis paper I will look at the different ways Manchester United Football Club reaches out to fans around the world.


Senior Project:

For my senior project I would like to rebuild Manchester United's website to be suited for different fan base depending on where the viewer is located. 

Bibliography:

1. Park Ji Sung: Manchester United's Korean Cash Machine
http://www.dailymail.co.uk/sport/football/article-2038633/Park-Ji-sung-Manchester-Unioteds-Korean-cash-machine.html

2. Do Man Utd really have 659m supporters?
http://www.bbc.co.uk/news/magazine-21478857

3. Being Manchester United, 4 lessons from the world's biggest sports team
http://www.forbes.com/sites/haydnshaughnessy/2013/01/28/being-manchester-united-4-lessons-from-the-worlds-biggest-sports-club/

4. Business Across Cultures (Culture for Business Series)
by Fons Trompenaars and Peter Woolliams

5. The Global Brand: How to Create and Develop Lasting Brand Value in the World Market
by Nigel Hollis

6. Branding Across Borders: A Guide to Global Brand Marketing
by James R. Gregory and Jack G. Weichmann

7. Manchester United Tops The World's 50 Most Valuable Sports Teams
http://www.forbes.com/sites/kurtbadenhausen/2012/07/16/manchester-united-tops-the-worlds-50-most-valuable-sports-teams/

8. Manchester United 'most popular team in world' with 659 million fans
http://www.guardian.co.uk/football/2012/may/29/manchester-united-premierleague

9. Brand Strategy for Sporting Teams
http://www.scribd.com/doc/39671672/Brand-Strategy-for-Sporting-Teams

10. Sport and Branding
http://www.wipo.int/ip-sport/en/branding.html

11. Sports Team Branding: What's in a Name?
http://onlyagame.wbur.org/2012/05/26/team-branding


12. Manchester United FC Marketing Strategy & Marketing Campaigns

http://www.marketingweek.co.uk/brands/manchester-united-fc/

13. Why Arsenal's marketing strategy isn't just about the football
http://www.utalkmarketing.com/Pages/Article.aspx?ArticleID=11306&Title=Why_Arsenal%E2%80%99s_marketing_strategy_isn%E2%80%99t_just_about_the_football

14. English clubs marketing strategies
http://www.football-marketing.com/2010/12/21/english-clubs-marketing-strategies/

15. The Power of Branding
http://www.meettheboss.tv/Broadcast/CMO/109/The-Power-of-Branding/

16. Sponsorshop should not be a random act
http://www.brandingstrategyinsider.com/2010/06/sponsorship-should-not-be-a-random-act.html#.UUDsw3x36nY

17. Brand management from the field
http://www.brandingstrategyinsider.com/2009/05/brand-management-from-the-field.html#.UUDswnx36nY

18. Marketing metrics: study of brand value of football associations.
http://demo.uib.es/IBEW/Papers2011/MasterThesis/TurkenichDaria.pdf

19. Asian Brand Strategy: How Asia Builds Strong Brands
by Martin Roll

20. Football's big four and building brand equity in Asia
http://www.emeraldinsight.com/learning/management_thinking/articles/pdf/brand_equity.pdf





Updated Project 3 Project Statement

Continuing Education Culture University Project Statement: Download

Design Contest Submission


The Second International Reggae Poster Contest 2013
http://www.reggaepostercontest.com/



Unit 6: What Motivates People

People tend to be more motivated to reach a goal when they are closer to reaching it. If there is a way to track their progress, such as a stamp card, then this motivates them more. Post-reward resetting phenomenon is where people's motivation drops right after they reach a goal.

You can use operant conditioning in design. Just like using the stamp card, you need to figure out what your target audience wants.

Dopamine makes people curious and motivates them to seek information.

When something happens that is not predictable, it stimulates the dopamine system.

When a stimulus is paired with information-seeking behavior, you have the Pavlovian response- dopamine is released and the information seeking starts all over again.

People are more motivated by intrinsic rewards than extrinsic rewards. When you promise money or any other extrinsic rewards then people will end up not wanting to do work if they are not rewarded each time.

People engage in activities that require high expertise while not getting any monetary or career building benefits because they like to feel that they are making progress. They like to feel that they are learning and mastering new knowledge and skills.

People are inherently lazy. People will get things done with the least amount of work possible. People look for good-enough solutions rather than the optimal solution.


Wednesday, February 13, 2013

My Protopage

My Protopage URL is www.protopage.com/namandrew

Preliminary Proposal for Project 3

Link: Project 3 Project Statement

Updated P2 Project Statement

Link: P2 Project Statement

Unit 5: How People Focus Their Attention

When people pay attention to one thing and filter out all other stimuli this is called selective attention. Depending on how involved the individual is will determine how easily they can be distracted. As long as you give people specific directions to pay attention to only one thing then they will ignore everything else.

People filter information. It can often be useful since it filters out the amount of information you have to pay attention to at one given time. However it can also lead to bad choices. As a designer you should not make assumptions as things might not be as obvious to people as you think.

People can perform tasks that use well-practiced skills without the need of conscious attention. This can also cause errors cause the people will no longer pay attention to what they are doing.

People cannot actually multitask. Although people tend to think that they can often times multitask, research has shown that this is not the case. You can only think about one thing at a time. You can only conduct one mental activity at a time. People are good at switching back and forth from one task to another, but that is not multitasking.

NO CELL PHONE WHILE DRIVING UNLESS YOU HAVE A HANDS-FREE DEVICE IS A USELESS LAW!

Danger, food, sex, movement, faces, and stories get the most attention. Although it may not be appropriate at times to use food, sex, or danger in your design, you will surely get a lot of attention if you do.

Thesis Options

Possible thesis options:


1. How graphic design is different around the world

Link 1: http://www.1stwebdesigner.com/design/worldwide-graphic-design/
Link 2: http://www.1stwebdesigner.com/design/worldwide-graphic-design-3/
Link 3: http://www.davidairey.com/time-magazine-covers/

2. How culture affects creativity

Link 1: http://www.1stwebdesigner.com/design/worldwide-graphic-design/
Link 2: http://www.affectivedesign.org/archives/133
Link 3: http://blog.usabilla.com/ux-designers-culture-affects-your-job/
Link 4: http://www.core77.com/blog/columns/does_culture_matter_for_product_design_21455.asp

3. How censorship affects art and where to draw the line

Link 1: http://ncacblog.wordpress.com/2012/02/06/art-censorship-in-2011-nudity-sexuality-religion-politics-and-meat/
Link 2: http://www.ffeusa.org/html/statements/statements_censorship.html
Link 3: http://www.huffingtonpost.com/2012/06/27/censored-artists_n_1627377.html#slide=1142614
Link 4: http://bpr.berkeley.edu/2012/11/censorship-of-art-a-futile-battle/

Unit 4: How People Think

Although it is estimated that people handle 40 million pieces of information each second, only 40 of those make it to your conscious brain. Therefore it is more efficient to give only the information people need at a specific moment. This is known as progressive disclosure. By giving little information at a time you can avoid overwhelming the audience.

Some types of mental processing are more challenging than others. There are three types of loads: cognitive, visual, and motor. Cognitive is when you have to think about something, visual is when you have to look at something, and motor is when you have to do something. These loads require different amounts of resources. Cognitive uses the most resources, then visual, and then motor uses the least. For example, calculating something in your head would use more resources than have to look at something on your screen, which would use more resources than having to move or click your mouse. This is important in design, because at times you have to make trade-offs. If you're designing a website and you have to make the user click several times more but in return they don't have to think as much, then that would be a good trade-off since motor uses a lot less resources than cognitive.

People's minds wander 30 percent of the time, and at times even 70 percent. Mind wandering can be a good thing, because it is the closest thing people have to multitasking. While they are doing one thing such as driving home from work, they can think about what to make for dinner once they get home. However, mind wandering can also be a bad thing since most of the time people are unaware their minds are wandering and they could lose important information.

According to research, when people are forced to defend an opinion they did not believe in they tend to change their beliefs to the new idea. When people are not forced then they tend to deny the new information instead of changing their beliefs to it. If people are uncertain they would dig in and argue harder.

Mental models are when people have an idea of how something will work from a prior experience. Conceptual models are the actual interfaces. The reason these two are important in design is because if the product's conceptual model is very different from a person's mental model then it would be a lot harder for the person to learn and use the product.

People learn best from examples. Instead of having lists of directions, it would be far more efficient if you included screenshots to explain what the text was describing. Examples can include screenshots, pictures and videos.

People naturally create categories. If you don't provide categories then people will just create their own. If there is a lot of information that are not categorized, then people will feel overwhelmed and try to organize the information themselves.

Creativity can be either emotionally or cognitively based while also being spontaneous or deliberate. Deliberate and cognitive creativity comes from sustained work in a discipline (i.e. Thomas Edison). Deliberate and emotional creativity is that a-ha moment when you get an idea all of a sudden. Spontaneous and cognitive creativity is when you are trying to figure something out but can't, and then all of a sudden while doing something else you think of an idea on how to solve that problem. Spontaneous and emotional creativity is the kind that great artists and musicians possess.


Wednesday, January 30, 2013

Thesis Response 4

Toys: Plaything to a reflection of society - Tim/Tam Nguyen (He used different names on his abstract and his actual paper)
Link: http://dl.dropbox.com/u/1683194/ais_classes/portfolio_pres/11sp/theses/nguyen_tam_thesis.per.pdf

Tim's thesis covers how the design of toys has changed over time. There are different things that have affected the changes. Materials used for toys has changed overtime as designers got their hands on more advanced techniques. Toys were also affected by world events such as war. As toys have changed over time, so do the need for graphic designers. Graphic designers need to keep up with different events, technology, and marketing strategies to keep up with the time.

Thesis Response 3

The Study of Task Analysis of Human Computer Interaction Through Operant Conditioning -Jared Putnam
Link: http://dl.dropbox.com/u/1683194/ais_classes/portfolio_pres/12wi/putnam_jared_thesis.pdf

Jared's thesis was different from the first two papers I read in that it went into depths about solutions for a problem more than just stating a fact and explaining it. Jared talked about how designers need to take into consideration the different generations when designing something. He used examples such as cell phones and computers and how older generations have more difficulties using them than the younger generation. For his senior project he wanted to create a computer that anyone can use. I see this problem all the time when trying to explain to older people how to use their new smartphone. They have so much more problems than if a teenager was to pick up the new phone and start using it. This is a design flaw and shows that they were not designed for everyone. I think Jared's thesis paper was a good example of how we can show a problem, then a solution, then incorporate that into a senior project.

Design Contest

I might be joining one of the following design competitions:

1. Oktoberfest Logo Contest
Contact: amy@theadgmediagroup.com for more info.

2. The Second International Reggae Poster Contest 2013
http://www.reggaepostercontest.com/

3. Communication Arts Design Competition
http://www.commarts.com/competitions/design

How People Remember

Working memory is the memory you need for less than a minute. Information in working memory is easily interfered with. Working memory is tied to your ability to focus attention. If you want to maintain information in working memory, you will have to keep your attention focused on it. Stress reduces the effectiveness of working memory.

Despite the urban legend about how the magical number is seven, plus or minus two, the actual magic number, as discovered by psychologist Alan Baddely, turns out to be four. People can only hold three or four things in working memory as long as they aren't distracted and their processing of the information is not interfered with. This is why the U.S. phone numbers are chunked together like 253-555-7755. Instead of having to remember 10 numbers separately, people can remember phone numbers in thee parts.

In order for you to move things from working memory to long-term memory you have to either repeat it a lot, or connect it to something they already know. People use schemata to store information in long-term memory and to retrieve it.

Recognition is easier than recall. Recognition makes use of context, and context can help you remember. When you use schema to remember items, it can be helpful but it can also create errors.

The recency effect is where you remember the ending of something, and the suffix effect is when you remember the beginning of that something.

Whenever people think of their memories they are reconstructed each time. This causes memories to change over time. This is also why eyewitness testimonies are unreliable.

Wednesday, January 23, 2013

Project 2 Preliminary Proposal and Schedule

CompanyThe SuperMall which is becoming The Outlet Collection, is the Northwest's largest indoor outlet mall in the Pacific Northwest. Our shopping and entertainment venue is home to over 130 world-class outlet, and regional and national brands all under one roof: Coach Factory Outlet, Tommy Hilfiger Factory Store, Banana Republic Factory Store, Eddie Bauer Outlet, Old Navy Outlet, Gap Outlet, Ann Taylor Factory Store, Levi's Outlet, Children's Place Outlet, Gymboree Outlet, Victoria's Secret, Bath & Body Works, rue21, PacSun, Zumiez, plus seven anchors including Nordstrom Rack, Sports Authority, Bed, Bath & Beyond, Sam's Club, Marshall's, Burlington Coat Factory and Vision Quest Sport & Fitness, plus many more premier retailers.

Throughout 2013 we will be in the middle of a big redevelopment project that will add a new internal and external modern feel to the center as well as add more high-end outlet retail.


Problem: The Outlet Collection will be in need of new signage and a wayfinding system to match their new look and feel.


Opportunity: Create new signage and wayfinding system to match their new high-end look. 


Solution: The new signage and wayfinding design will help them in transitioning from the old Supermall to The Outlet Collection. 




Schedule:

Week 3: Prelim Proposal and Schedule, work on sketches for new design

Week 4: Refined Proposal and Schedule, work on refined drawings of new designs

Week 5: Art direction. Use feedback to improve design.

Week 6: Art direction. Use feedback to improve design. Work on comps.

Week 7: Prelim Crit. Work on final design and output.

Week 8: Final Crit.

Unit 2: How People Read

In the past people thought that words written in capital letters were more difficult to read than words written in a mixture of capital and lowercase letters. Recent studies have shown that this is not true. We don't look at the shape of words, but instead we look at the shape of individual letters to make out the word.

When people read their eyes move in quick, sharp jumps, with short periods of stillness in between. These jumps are called saccades and the moments of stillness are called fixations. During the saccades we are essentially blind, but because it happens so fast we are not aware of what's happening.

Reading and comprehending are two different things. Just because you can read something doesn't mean you understand it. Happens to me a lot. If I am to assigned to read something that uses difficult language and a topic I am not familiar with, I can read through the whole paper and not know what I have read.

Although there has been arguments in that past about whether sans serif fonts or serif fonts are easier to read, research shows no difference between the two when it comes to comprehension. What font you use shouldn't matter as long as you don't use a font that is so decorative that it's hard to identify the letters.

Font size matters. Not just for old people, but also for the young. The font size needs to be big enough for users to read the text without strain.

Reading on a computer screen is harder than reading on paper. This is due to the fact that writing on a computer screen is not stable because it is constantly refreshing. Also there is light emitting from the computer screen that is tiring to the eyes.

Although people prefer multiple columns with short line length, studies show that people read faster with a longer line length.

Wednesday, January 16, 2013

Project 1 Proposal

View project statement pdf: Mrs. Fields Project Statement


Schedule:

Week 1: Brainstorm ideas for project

Week 2: Start sketching ideas for packaging

Week 3: Prelim Crit, Continue working on design for packaging. Create comps.

Week 4: Art direction in class, one on one feedback. Use information from feedback to improve design. Work on final design.

Week 5: Final Crit.

Thesis Response 2

Museums 2.0 - Cassie Bales

Link: https://dl.dropbox.com/u/1683194/ais_classes/portfolio_pres/12fa/thesis/bales_cassie_thesis.pdf

Cassie's thesis covers how the internet has allowed millions of people to connect to museums around the world. Museums have taken a long time to adopt information technology, but finally they are catching up with the use of the internet. Cassie covers in her paper three ways museums are using the internet to collect, preserve, and display artifacts for the public using websites, virtual museums, and virtual exhibits.

The internet has allowed access for millions of people to many museums around the world. For all the people who don't have the means to travel far distances to visit museums the internet has brought the museums to them. Now people can easily go online and get information on the museum through their website, and in cases where virtual museums and exhibits are available the people can have a virtual tour of the museum right from their computers. This technology has made it possible for people to visit places that are far away right from their computer.

I feel that the internet has made it possible for people to travel much less than in the past. Whether it's museums or shopping malls people now have access to many different places online. Where in the past people had to actually leave their homes and travel to view or purchase things, now they can do all of it right in their chairs. I agree this has made it more convenient for people to visit places they wouldn't have been able to visit before. But in some ways I feel like we are headed in the direction humanity ended up in Wall-E.

Thesis Response 1

The Rise of the New Media and the Fan's Digital Sports Experience - Peter Jun

Link: https://dl.dropbox.com/u/1683194/ais_classes/portfolio_pres/12su/thesis/peter_jun_thesis.pdf

Peter's thesis talks about how media and technology has made it possible for sports fans to interact with athletes more than before. This relationship where fans can interact with athletes and feel an emotional attachment is known as the Parasocial interaction (PSI). Social media websites such as Twitter and Facebook has made it possible for not only fans to connect with their favorite athletes but for the athletes to connect directly to their fans.

I was able to understand Peter's views on this topic because I am a sports fan myself. Everyday on Facebook I am able to see posts from my favorite team Manchester United. They offer current club news, upcoming events, and often times they also offer chances for fans to video chat with their favorite athletes and ask questions. Then there are also pages for individual athletes from the team who share with their fans news about their family and other things that might happen outside the club. This allows fans to feel closer to the athletes and feel like they are part of the team. As mentioned in Peter's thesis, a lot of athletes love reaching out to their fans. They like to talk about their day and anything else that might be on their minds.

How People See

Geon:

Irving Biederman came up with the idea of geons in 1985. Geons, or geometric icons, are basic shapes that people look at to identify objects. It's thought that there are 24 basic shapes that we recognize and they form the building blocks of all the objects we see and identify.


FFA:

There is a special part of the brain outside the visual cortex whose sole purpose is to recognize faces. The fusiform face area (FFA), identified by Nancy Kanwisher in 1997, allows faces to bypass the brain's usual interpretive channels and helps us identify them more quickly than objects. Another interesting fact is that people with autism don't use the FFA when looking at faces. They use other, regular pathways in the brain and visual cortex that are normally used to recognize and interpret objects but not faces.


Canonical perspective:

Most people would draw an object from a perspective slightly above the object looking down, and offset a little to the right or left. This is known as the canonical perspective. Research has shown that people tend to recognize objects better at this perspective.


Affordance:

Affordances are cues that objects give users about how they should be used. James Gibson described affordances as action possibilities in the environment.

Wednesday, January 9, 2013

Project 1 Rough Proposal

Possible project one ideas:

1. Packaging redesign for Mrs. Fields cookies. My boss has been bugging me about this for months so maybe I can use this opportunity to work on it.

2. One of my friends was telling me she would need a logo designed for this company she is starting. I didn't get a lot of information yet, but it had to do something with rechargeable lights that can be attached to shoes and other things. I would need to get more info on this company but it could be a possibility.

I really want to do a logo design/redesign to add to my portfolio. I will do some more research and update this list later.