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2. Designing for new media

Published on Dec 07, 2015

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PRESENTATION OUTLINE

2. DESIGNING FOR NEW MEDIA

TERMS, TECHNIQUES AND PATH

A. STARTING TIPS

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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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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MULTIMEDIA

  • New media bring together video, audio, text...
  • The goal is to choose the best format for us
  • All features, but also all competitors

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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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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JAKON NIELSEN

DONALD NORMAN

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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B. TECHNIQUES

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...

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
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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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SCROLLBAR, MENU, NAVIGATION MAP

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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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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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SEQUENCE

  • Time is represented as a spacial succesion
  • The order of elements can change message

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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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

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

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

C. DESIGNING PROCESS

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

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

CREATIvE PROCESS

  • How does inspiration come?
  • Flow diagrams, mental maps
  • Lists of sounds, pictures...
  • Then, somehow, ideas

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

VIDEO INTEGRACION

PROTOTYPE

  • First version of a design must be tested
  • Its part of an iterative process: design, test, correction...
  • Before producing, back-end tests

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...

D. TERMS

TERMS IN NEW MEDIA

TERMS INNEW MEDIA