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2. Designing for new media
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Published on Dec 07, 2015
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PRESENTATION OUTLINE
1.
2. DESIGNING FOR NEW MEDIA
TERMS, TECHNIQUES AND PATH
2.
A. STARTING TIPS
3.
INTERACTIVITY
One of the main differences from old media
We, as readers, can do things and take decissions
Interacting with information makes it atractive for readers
It changes the traditional scheme of communication
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Jason Alderman
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anieto2k
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HIPERTEXT
Sets a connection between to points
Allows reader to create his own reading
Helps deepening information
It's a way of navigation
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danbri
8.
MULTIMEDIA
New media bring together video, audio, text...
The goal is to choose the best format for us
All features, but also all competitors
9.
UPGRADING
Don't let your work get old: 24/7 is possible
It changes rythm, but also conditions content
Adding new information as it happens make your work eternal
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zell0ss
11.
USABILITY
Too much information makes things unreadable
It measures how easily a reader understands and uses it
Affects from smartphone to OS, or a washing machine
Readers can't be wondering what will happen if...
Simple is better
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Robert S. Donovan
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JAKON NIELSEN
USEIT.COM
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DONALD NORMAN
JND.ORG
15.
ACCESSIBILITY
We may think about disabled people
Wrong: basing everything in colours or sonuds
Right: adding text codes for every element
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premasagar
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B. TECHNIQUES
18.
BEFORE STARTING...
Design works begin with a client asking for something
He will set main goals and elements to work with
Format also will condition designing work
Printed: Posters, furniture, environment, icons, books...
Online: OS, aplications, ebooks, webs, digital environments...
19.
NAVIGATION
A site's structure is set as a tree-scheme
It shows where each element is placed
It also shows what elements link other elements
The goal is to make that structure clear and consistent
Photo by
Matti Mattila
20.
NAVIGATION
That scheme is like an index or a content-list
Exemple: title list in a DVD's menu or breadcumbs
A part of design is about information design
Elements: color scheme codes, symbols, distribution...
The goal: make information easily understandable
Photo by
Matti Mattila
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pixelfrenzy
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SCROLLBAR, MENU, NAVIGATION MAP
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calliope_Muse
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NAVIGATION
Other designing discipline is information architecture
Building homepages, displaying information to be read
Notice that digital environments do not have physical information
In analogycal word physical references help us understand thinks
Exemple: size, position in pages, odd or even, how many pages read...
Photo by
Matti Mattila
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K2_UX
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SEQUENCE
It refers to how time is represented
Exemple of order: flow of articles in a magazine
Exemple of time: vignettes in a comic
Exemple: an incomplete horror scene...
Exemple: a storyboard
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Tojosan
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Art & Tech
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SEQUENCE
Time is represented as a spacial succesion
The order of elements can change message
31.
CONTINUITY
A mechanical guide (melody, cadence, rhytm, design...)
Elements must be constant, but no repetitive
Exemple: with same columns, design change in magazine pages
Exemples: lighting, color, icon, design, structure...
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33.
SOUND
Environment designers use sound to strengthen actions
Exemple: the dustbind sound, the sond when sending an email...
They help making interaction more attractive
Beware: sounds are intrusive inside certain environments, use them with caution
34.
MOVEMENT
As sound, can be used to give structure, dramatism, evoke feelings...
Exemple: mouse pointer, rollover from icons, transitions, zooms...
They are subtle movements that help navigation process
They help creating continuity between scenes
Interactive screens need to make people 'enter' somewhere or move
35.
NARRATIVE
The content (story) and its explanation (expresion) are narrative
Involves the development of an argument and structure the events
In traditional media it was focused on sequential reading and a fixed structure
New media offer more options: videogames have one end, but lots of paths
In fact, online massive videogames do not end, just happen between players
36.
C. DESIGNING PROCESS
37.
INSTRUCTIONS
Designing starts with the instructions of your client
That instructions include goals, schedule, budget, product, public...
Sometimes designers don't have that instructions, and they must do a research
38.
ASOCIATION AND INTERPRETATION
First, having an idea
Relating something immaterial to an idea
Link that idea to something from real life
Translate both idea and frame of real life to design
39.
CREATIvE PROCESS
How does inspiration come?
Flow diagrams, mental maps
Lists of sounds, pictures...
Then, somehow, ideas
40.
CREATIVE PROCESS
Designers use to make a presentation with some ideas
Clients may choose one idea, or sometimes its a deal between both
The goal: have a main idea that will be the basis of the design
41.
VIDEO INTEGRACION
42.
PROTOTYPE
First version of a design must be tested
Its part of an iterative process: design, test, correction...
Before producing, back-end tests
43.
STYLE GUIDE
When the design is done, it's time to make it a standard
A document setting rules that will apply in every element
It creates a kind of visual logic, a coherence
It will set also a hierarchy within the product
Exemples: colors, sizes, fonts, angles of vision, light...
44.
D. TERMS
45.
TERMS IN NEW MEDIA
46.
TERMS INNEW MEDIA
Borja Ventura
http://www.borjaventura.com
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