Sunday, December 5, 2010

Helping Hand Guide System

Helping Hand System

Detailed of the inside describing tips and things that you need
to bring in a straight forward way

Back of booklets describing the tear away pages

Sticker system

In comparison to our first sketches and protypes PATCH UP was changed to the HELPING HAND by which alludes to the organization "us" lending a hand to people in poverty situations. The banners were changed to a system of stickers by which the affiliate will not feel or affect his or her own business. The packaging Kelsey and I developed a locking of hand system in which emphasizes our mission as an organization to lend a hand. Each booklet it titled simply to conquer over the barrier of language or limited education and inside tips would be discuss and the tear aways at the end of each booklet will either contain forms or maps depending on the booklet. As mentioned in the article " Be Selfish" some of the feedback that the audience made specifically the guest that visited our critique talked about a 7th a booklet added to the series under the title Health in which in it will deal with any related health issues or provide tips in an emergency situation with limited means. Another interesting point that was brought up was portability and how durable since people with low income carry everything they own.

Tuesday, November 30, 2010

Project 8: Kinetic Communication Model






By projecting this communication model in an interactive way is different from a printed version because I have arranged what things I want the user or the viewer to see when the roll over or click on a certain button and which information is visible, which allows for more clarity. There is more information that is being included by using an interactive way. By having interactive elements it has the viewer be more interested. The motion of the message as well as noise will draw interest to the viewer which is not so clear , or shown in my printed version. If this were to be launch on the World Wide Web since the information these days allows for more accessibility and people are more drawn to these that have immediacy and that are on the internet, rather than print. The viewer takes a role in this communication process, which in the long run we are ll communicators and receivers of messages.


Monday, November 29, 2010

Reading Response: " I do declare" and "Be Selfish"

Some of the tips of these readings I feel that will help our critique have a stronger impact from our audience. In the "I do declare" article it talks about the importance about public speaking and how as designers we might be terrifying experience. In order to have the audience engaged one the "designer" needs to create or construct an outline which Kelsey and I have have arranged starting with an anecdote from the simulation. Even in some of the Ted talks were very effective as introductions. We will try not to make our presentation lengthy and we will make the "audience active" by asking questions and them reflecting upon the situation. We will try our best to engage the most with the audience and we "will speak and we will be tactical about the reading" trying to look as much as the public as we can. In the "Be Selfish" article talks about the importance of knowing our audience which will be our classmates and other guests that felt the duress of the simulation. We will arrange out presentation in which our visuals are reinforced by our verbals as indicated by tip 2. We will use our audience by listing the problems that we would identify and creating a summation through our design intervention.

Monday, November 22, 2010

Friday, November 19, 2010

Prototypes: Patch Up



mind mapping
icons revised
rounded corners and areas to edit to match up the rest of the set
Patch-up prototype first round
First Spread explaining the Homeless Shelter and the different kinds of shelters

Introduction to this kit or system of Patch Up


Detailed layout a band-aid texture was explored for the back to make a clear
statement about the patching up
or healing back
The fold out page will be a map this is a rough layout





Banners and signs that will go with out system to indicate where you can
obtain the booklets as well as in case one gets lost where it can be obtained

We mind mapped the name for this system and Kelsey and I came up with the name "Patch-up" alluding to a medical term of healing and we felt this system will led to to "fix themselves" and get back on track. These are prototypes based on the reading " What Sketches ( and Prototypes) Are and Are Not" by Bill Buxton in which they took longer to construct as well as the idea is more concise. We felt that we should explain or how to use the organization in the first page and then have a section for tricks and tips and then contacts and last but not the least in the tearable page have a map in this case the shelter. As well the icon set needs to be improved to match the other icons in the system and keep the consistency. Kelsey and I decided to explore some signage or banners that will let the audience know about to Patch-Up and where to obtain the booklets or incase a booklet it gets lost they can obtain it whom ever organization the banner is showcased.

Thursday, November 18, 2010

Pierre Koenig Re-Design




This is the final design for the spreads and thanks to blurb I will be receiving my copy really soon. The final spreads were modified to my previous approach to still reference Piet Mondrian since Pierre Koenig is known to be Mondrian of architecture and his building look like Mondrain paintings since both of them look for a simplified, minimalist approach to his architecture. The two typefaces that I used were Univers Condensed and Meredien. With the strong vertical lines I'm not only referencing Mondrain but the dominance that is in Pierre Koenig's architecture.

Monday, November 15, 2010

Welfare System Sketched and Protypes

icon system
sketch


sketch of the fold out page

After Kelsey and I presented our 3 design interventions the directions that we decided to take was based on the "welfare system" which it it combined in the creation of a system and creating some sort of survival kit. We created an icon system which was derived from the stations at the simulation system for instance : social service system, bank, homeless shelter, employment, food and transit. Based on the reading " What Sketches ( and Prototypes) Are and Are Not" by Bill Buxton. Kelsey and I designed some quick sketches meaning quick to make by cutting paper and stapling , plentiful and inexpensive which allowed for us to explore the different sizes of the booklets and even the last image is an exploration or an sketch of the fold out page which should contain some tearable information important to the user. Which lead to a set of prototypes that will be the next stage in building and they will take longer to make and they will concise ideas.

Wednesday, November 10, 2010

Project 7 Part A&B: Logo Build and Artifact for KC Pro Health


Project 7 Part A: KC Pro Health Logo Build from Karen Villalba on Vimeo.

Project 7 Part B: Artifact– KC Pro Health Community Runners from Karen Villalba on Vimeo.


One thing is to learn the theory about narrative as you come across the different ways that you can structure a narrative and having control of the climax or problem and then resolution as well as the duration that these events and the impact in the viewer and their perception can be changed based on their connotative or experiences and what it reminds them of. Using the various communication channels such as image, voice, music, text, sound effects not only keeps the interest of the viewer but these channels trigger images and their own personal experiences but using more than one channel reinforces your message therefore having more control of the message that you want to tell the viewer. Motion , duration and transitions allow for a smooth changes between frames and allows for the various concepts to be connected with duration I realized that an image doesn't have to stay for that long to have an impact on the viewer. Design principles such as rhythm, emphasis and contrast allow for climatic moments to have a greater impact, by having a sequence be the same rhythm and the same tone yet when emphasis and contrast things are point out and the rhythm is changed. Direction and motion how things come into the frame when things are motion, as well how elements come into the frame and leave the frame. Through storyboarding, planning and production, through this process allows to have a general overview of the approach that needs to be taken and therefore have a bit more control of the storyline. Through this process and this project I have learned about 3-D in after effects which has been really interesting as well as editing.


Sunday, November 7, 2010

Design interventions: Mind Mapping




Kelsey and I have discuss several things that we felt were big issues during the simulation. The problems that we discuss were time and the lack of it. Which lead us to possibly designing a "survival kit" in which the person in poverty could be helped through a color coded and icon system. Another topic that we discuss were the distrust of organizations and the hidden agreements and last but not least school we felt the need to target the younger generation rather than the older public and we thought that the effective way would be trough the school in which a curriculum was created and therefore it will be a good way to provide job training and provide a way to get out of poverty.

Sunday, October 31, 2010

Summations and Pontifications

Based on the lecture in which the various models of communications that were described like Shannon / Weaver Model , Berlo Model and Emmert/ Donaghy Model they all describe how information gets from one source to another and the process in between the deliverance of a message . As mentioned in the Reading from Theory to Practice in regards to the Shannon and Weaver that they developed this schematic to reflect how the to compress and send as much of information down a channel without loosing the essential parts without the meaning being changed.

Shannon/ Weaver Model :

Source : person or sender

Transmitter : encodes the message , so it can be transmitted

Channel: the method or medium being used for the message to be transmitted

Noise: process of transmitting in which the message gets lost, change or alter. Anything that gets added to the signal and in between sender and the receiver.

Receiver: reconverted and decoded

Destination: the final destination

This modes lacks as seen in the video and in the reading the mention of feedback, which is essential in knowing wether the effectiveness of the message being send. In the lecture it was mentioned the lack of this model in having environmental context taking in consideration cultural, skills, knowledge between the sender and the receiver.

A Communications Primer by Ray & Charles Eames:

they discussed the Claude Shannon's diagram in which they described noise as being an outsider force that affects the transmitted signal, is unpredictable and undesirable way that affects the communication.
In order to combat redundancy , the following methods were suggested:

1. Increased the power of the transmitter
2. Duplicate the message


This video also talked about the importance of experience and the role it plays, because the emotions of the receiver are important to know his interest but also even if the message is not clearly received through experience the receiver can understand it. A symbol or an abstract idea. Communication can be anonymous or personal, it depends on the individuals and their constant attitude.


Berlo Model

In the lecture the Berlo model and in the reading Berlo's Model of Communication

Source : or the sender for the message to be effective the sender and the receiver need to have the same communication skills, knowledge, social system, culture and attitudes. In the reading there was an emphasis on attitudes and knowledge because by knowing these two things from the receiver so the interest of the receiver are taken into account and the fastest way for them to obtain the message.

Message: code, content and treatment in which is the structure of this message and its hierarchy or structure.

Channel : what is used to carry out the message

Receiver: the source and the receiver need to take into account the knowledge level, socio-cultural level in which age , authority roles, social positions and cultural differences will affect the message. Attitudes the receiver's attitude about the subject matter and the attitude from the source to the receiver.


Emmert/ Donaghy Model

They are two communicators from a to b. In takes into account the environmental context and feedback which is the response of the receiver to the source.

The main concept of all the models is to prevent the message from being change or add to it. Is also important to know the target audience in order to have the best communication. The reading and the video mentioned how the english language is very redundant.

Friday, October 29, 2010

Test : Ethos, Pathos and Logos






Ethos

This sketch reflects the mode of appeal of ethos by gaining the audience trust through a credible authority , which is reflected through the seal of approval of the University of Maryland Medical Center this source informs the consumer that Grapeola helps in treating : high cholesterol, edema, cancer and hypertension. By having this institution back up the facts, it makes Grapeola a trustworthy product.



Pathos

This product alludes to the consumer fears. The imagery of a dead mouse gives an emotional response of disgust. This was interesting because it was a negative image and produces disgust, and also it gives a narrative of the effects that will happen to the mouse after he eats this poison.



Logos


This redesign approach the mode of appeal that is covey is logos by the stylistic approach of referencing or creating a diagram. In a logical way it references the various layers of skin and by the captions on the side it states the facts and what the product does for your skin. The issue is having bad skin and Neutrogena provides that solutions since it removes bacteria, make up and grime which are the reasons for glands clogging.

Final Packaging: Neutrogena






The re-design using the mode of appeal of logos , I wanted to approach this appeal by stylistically represent the layers of skin in a diagram. On the side of the box, the copy tells the consumer the use and the benefits of using the Neutrogena transparent facial bar. In a logical way it tells the viewer the facts and the reasons they should pick this product over any other product. Those reasons being to remove bacteria and make up , preserve skin and dermis healthy and prevent sebaceous glands from clogging. For the mode of appeal of pathos using the metaphor of clear sky to the clear skin. The test is very minimal and the gradient triggers the consumers imagination and allude to the sky.


Linear Process
In this progression is started with a rough thumbnail sketch of the layers of skin. In the refine sketch I had a more simplistic approach which I took it in the last product. The text was still in the front and it was used in all the beginning explorations it wasn't until the last that I decided to use the side of the panels. On my first digital approach it was very representational of a diagram yet it lacked the impact and the simple approach of a scientific diagram. I reflected and went back to the abstract language and creating patterns. The first abstract approach ( fourth from the left) and the use of repetition I felt that it will add to the imagery, yet the pattern was still elaborated and the top layer it looked like a sky. The Following patterns were to dense and it lack the simplification. Text exploration mainly was on the sides so the image had more emphasis. In the very last design of the package, the pattern is simple yet readable the separation of the different of layers of skin are evident.