So with any luck the internet will allow this to be uploaded in time, but either way my degree project is coming to a close. I've made the changes to video to make it more apparent what the subject matter is earlier on. I added some subtle moments to indicate touch in more places where the viewer could get confused, though I didn't add too many as to not distract from the main content. The way I see it, the type of motion expresses that sense of human movement that I've seen in many apps before. The video resides on it's own page on my website and I'll likely add some more diagrammatic stills of moments in the app where the viewer can digest the functionality for longer.
Video will go here once Vimeo is done uploading it in approximately 34 minutes.
Wednesday, April 17, 2013
Monday, April 15, 2013
Spatial, Project3
For the next project, Lillie and I decided to make a monument to YouTube. The experience will be a sort of fluctuating hall of fame with the content changing based on the number of likes and views. Right now we're thinking of a free standing circular hallway installed in San Bruno, CA. where YouTube was founded. The circular nature accounts for both traffic flow and for optimal audio clarity. Videos will be displayed on a grid and organized by popularity. Videos with the most likes will be displayed closest to the beginning. Visitors will be able to use the interface to search videos based on a number of factors. They can also use their Smart Phone to connect to the wall and save the videos they like. When a video is selected for viewing it expands as much as it can before it would interfere with other's view experience. The back interior wall is slatted and soundproofed and video thumbnails follow the visitor around along the slats allowing others to see what people liked and give them an opportunity to like themselves.
As it turns out, YouTube has pretty strict style guide parameters. We may or may not stick to these if we feel like justifying some amendments to their brand.
We've also had thoughts about including some sort of honor/award that can be installed for YouTube authors who reach a certain level of notoriety.
Wednesday, April 10, 2013
Degree Project Update (VIDEO MODE)
This week I'm in full video production mode. I'm looking to be done by/on friday. I have a script set and I'm currently creating assets for the introduction leading into examples of the True to Life app. I want this to be a more poetic/emotional piece than a typical pitch video. I'll be showing functionality in and out of the dialogue, highlighting each moment and then tying it into the greater idea that the experience has a bigger purpose. I should be able to start animating today as I have most of the assets for the intro done, and all design for screens complete with the exception of a few moments that will have to be done in tandem with the motion.
...
Transition down into game landscape from here.
Introduce app
Wednesday, March 27, 2013
Degree Project Update
So since my last update, I've made some considerable changes. I'm revising the interface by simplifying it down to 3 main buttons and some basic in game status indicators in the bottom of the HUD. There will be the amount of money indicated as well as a "joy meter" that shows the general happiness level of the campus. This will be a multiplier applied to bonus in game cash awarded for longer play time each day.
The buttons will be the social and real world application such as donation, news, and bios, there will also be a button to access the building/upgrade menu. The trash button is for getting rid of unwanted elements on the grid.
The interaction between the menu and the campus field will be simple. Tap on an item you want, the menu will disappear allowing you to tap on the area on the grid where you'd like to place the item.
Tapping on an item once it's on the grid gives you basic info about that specific thing. You can then tap away or tap the trash icon to get rid of it. There will be no confirmation messages given to these actions as I feel it will make people consider their choices more.
Monday, March 11, 2013
[AR]ams
Update on our Dieter Rams exhibit. We've officially nailed down our modes of interaction for the screen based AR experiences revolving around our first floor exhibit wall. The experience will run the length of the wall in the first gallery space and will contain extruded forms that show everyday products that coincide with Rams products. About 7-8 feet away from the wall, there will be installed tablets/screens where the viewer can interact with the product in virtual space. There will be 3 modes of interaction. The first is a schematic view of the product's outer design. This will be a moment in which the viewer can observe anti-dieter moments such as excess/busy functionality and form. The second mode will allow the viewer to pick the product apart and reshape it into a cleaner and unobtrusive design. This mode might include principles to consider whilst manipulating the form. The final mode will be a side by side comparison of the original product, the edited product, and the coinciding Rams product.
from this
---------------------
to this
Saturday, March 9, 2013
Degree Project Update
Moving into skinning my wireframes, I'm taking some things into consideration. One, that added perspective makes for a more interesting playing field. Two, that there needs to be careful consideration when it comes to the placement of the donation options. The news feed and the kid bios screens need to be something altogether separate from the donations screen in order to maintain the divide between the joyful outlook on real world changes and testimonials, education in knowing the processes and considerations that go into running an orphanage, and the ability to donate to the cause. The latter should be made more natural by the prior two. Other future considerations will include potentially moving to a horizontal orientation to allow for a wider landscape to view, and making a push for greater color contrast. The wheel navigation may also take a backseat when the game starts to introduce it as a mode of interaction. This could clear up how the user should interact with it.
Sunday, March 3, 2013
SX: Dieter Rams
The essence of Dieter Rams lies within his ten principles. In collaboration with Jessica, we've decided that while it is the goal to reflect these principles in our spatial design of the H&R space, it is also one of our goals to transform it into a space that can provide a new experience for these principles.
The underlying concept of our proposed exhibition is the idea of:
perspective reduction transformation deconstruction
Floor One
The first floor of the H&R space will house the introduction to this exhibit. This introduction will include standard bio information and a summary of the exhibition, but it will also have a wall gridded with a mixture of products design by Rams and products not designed by the man himself, in order to showcase the comparison of the success of the form and function of these products.
The second gallery will incorporate augmented reality to provide a new perspective on the forms and processes of Rams. This will be made possible by having a white structure attached to the wall that mimics a few select Rams products and a free standing tablet/viewfinder that the user can interact with in order to gain knowledge about the product.
The underlying concept of our proposed exhibition is the idea of:
perspective reduction transformation deconstruction
Floor One
The first floor of the H&R space will house the introduction to this exhibit. This introduction will include standard bio information and a summary of the exhibition, but it will also have a wall gridded with a mixture of products design by Rams and products not designed by the man himself, in order to showcase the comparison of the success of the form and function of these products.
The second gallery will incorporate augmented reality to provide a new perspective on the forms and processes of Rams. This will be made possible by having a white structure attached to the wall that mimics a few select Rams products and a free standing tablet/viewfinder that the user can interact with in order to gain knowledge about the product.
Floor Two
The second floor will include a viewing room. This room will have a curated cue of products, commercials, videos that are inspired by Dieter Rams. This is a way to get the viewer to understand just how influential Rams' products are in the world of design.
The larger gallery will be a breakdown/deconstruction of everyday products into a product designed by Rams. The space will have two additional walls providing a linear pathway for the users to follow. One side of each wall will showcase the beginning and ending of this transformation. When the viewer stands at a certain point they can see the before and after side by side.
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