Thursday, September 19, 2013

Unit 10: How people decide

90: People make a lot of their decisions unconsciously, even if they tell you their reasons, they may not be true. However the decisions people state for their actions should not be thrown out the window, they should be taken into account.

91: People can unconsciously pick up on danger long before the decided that it is dangerous.

92: People are greedy, they always want more than they can ever use and this includes options and information. Just because there are more options doesn't mean that all of them will ever be used. it is a fine balance between offering many different options and too few options. People only remember about 3-4 things at a time so only offer 3-4 options at a time. If there are more than 4 options break them up into smaller groups.

93: By having a choice people believe they have control. Give people more than 1 way to do things, it gives people the illusion of control. Never take away the choice of options, it pisses people off.

94: They say time is money, most people do not actually believe it. They will freely give their time but not their money. Mentioning money will actually cause people to spend less money and be less interested in spending money. Unless of course your target audience is concerned about money.

95: A person's mood will influence their decision. If they make a decision based on their mood the item will have a higher estimated value to them. A person's style also has a bearing on their choice and their estimated value of the object.

96: Group decisions can be flawed. If one person in the group is not as good as everyone else, they will make poorer decisions because they do not ignore the advice of the unqualified person. People should be allowed to come up with their own conclusions to given information before they are put in a group to decide them and ask them how confident they are in their decision, before group discussions.

97: People are lead by dominate people. The so called Alpha dogs always speak first, as such it issues their dominance. The dominate person may not always be the smartest, so try not to put too much into the first idea presented.

98: People who have low self esteem or are uncertain, allow others to make decisions for them. It is called social validation. Reviews on a webpage about products are a form of this. Larger the review and the more information that is provided will allow the review to be more effective.

99: People like to think they are not easily influenced, when the opposite is true. They also believe other people are influenced much more easily then them. Because people are influenced but do not believe they are, these influences are actually unconscious and they are unaware of.

100: When it comes to products people to be able to physically touch the product and play with it. It is one thing a retail space has over internet sales. If the product is on hand people will be more willing to buy it, it may be because people have been conditioned to do so.

Thursday, September 12, 2013

Thesis Proposal

Responsive design, design for platform and mobile first.

I want to do my thesis on a subject that I know very little about. I have decided to look at web design. I want to compare and look at how web design used to be done. Where it is going, and comparing responsive web design, mobile first and app specific device (platform) design. I believe that the future of the web will be mobile and how we as designers must change and do it.

  1. What is responsive design?
    1. What is it?
    2. Examples
    3. Technology behind it.
    4. Content stems.
  2. What is platform design?
    1. What is it?
    2. Examples
    3. Technology behind it.
  3. What is mobile first?
    1. What is it?
    2. Examples
    3. Technology behind it.
  4. How webpages were designed. A look at past design technology.
    1. HTML
    2. HTML and CSS
    3. JavaScript
    4. jquery
    5. Grid systems
      1. 960gs
    6. Content Mangement Systems
      1. wordpress
      2. joomla and others
      3. How content management systems work with responsive, mobile first and platform based systems.
  5. The future of web design.
  6. Which should you choose?

http://www.mmwd.co/blog/responsive-vs-designed-mobile-vs-mobile-first

http://www.tablexi.com/blog/2013/05/mobile-app-vs-responsive-design-ask-these-10-questions-first/mobile/

http://designshack.net/articles/css/mobilefirst/

http://www.netmagazine.com/features/mobile-first

http://www.netmagazine.com/news/study-advocates-mobile-first-analytics-122311

http://www.netmagazine.com/opinions/mobile-optimisation-message-really-getting-through

http://www.netmagazine.com/interviews/luke-wroblewski-mobile-first

http://www.netmagazine.com/tutorials/determining-breakpoints-responsive-design

http://www.netmagazine.com/opinions/responsive-design-or-native-app

http://www.netmagazine.com/features/responsive-design-we-are-not-there-yet

http://www.netmagazine.com/tutorials/handling-typography-responsive-design

http://www.netmagazine.com/opinions/responsive-web-design-boring

http://www.netmagazine.com/opinions/designing-responsively

Unit 9: People Make Mistakes

85: People make mistakes and there is no way to stop it form happening. Sort of like Murphy's Law which states If something can go wrong it will. If something does wrong an error message helps the user, and it should state what they did, explain the problem, instructions on how to correct it, written in an active voice not a passive voice, and shows an example. Try to plan for mistakes and accidents.

86: When people are stressed out they will make mistakes and they do not think or act clearly. They can perform repetitive tasks, even if they do not work. A little stress or what they call arousal is helpful cause it heightens awareness. Arousal can be designed for using distracting elements such as color, sounds or movement. Avoid using arousal design on difficult tasks.

87: User testing will help determine if there are any mistakes or accident that can be made while using a product. Sometimes there can be happy little accidents or mistakes that created when a user uses a product. It often means that something good has happened but the product was not designed to do so.

88: There are 2 kinds of errors, performance and motor control. There are 3 kinds of performance mistakes made. Commission errors in which a user does more than necessary, Omission errors where the user forgets a step, or wrong action errors where the user does the wrong thing during a task. Motor control errors are those associated mistakes of controls.

89: Sometimes people make mistakes on purpose especially if they are learning to use something new. They can systematically try every option available to get the results they want, or they can randomly try out everything they can to see what it does. Occasionally some people are so set in their ways they keep repeating the same mistake action over and over again. Sometimes older populations just take longer to do something than younger people especially when it comes to technology. Experts vs. novices is also something to take into account.

Thursday, September 5, 2013

Unit One: How People See

1) The human brain fills in information that we see. What is seen is not what is necessary being told. The human brain may misinterpret what is being presented. People tend to bring their own personal experiences into how they interpret things. Designers have the ability to change how things are interpreted.

2) Peripheral vision is more important than originally thought, when used while looking at a computer screen people make the decision about the page's subject. While the center of the page is the most important, the sides of the page can not be ignored. Bright and blinking/flashing ads set on the peripheral vision will still get someone to look at them but they may not actually pay attention to the ads. If there is important information do not place attention grabbing ads near it.

3) The human brain recognizes patterns and as such we look for patterns. The more simple the object/icon the more it resembles a known shape and as such it is recognized more easily. 2-D objects are recognized faster then 3-D objects.

4) People recognize faces faster than anything else. Face recognition is stored in different part of the brain to make this possible. Eyes are the most important part of the face, thus then a face is looking right at the viewer they form a bond with the viewer. When face looks at something, the viewer also looks at the item. However it does not mean we actually paid attention to the item, we just recognize that the item is there and it exists.

5) People remember objects from a canonical view. Items presented this way allow the brain to recognize them faster.

6) People have been trained how to look at web pages. They typically ignore the very top and the sides but still focus with in the first upper 1/3 of the page. People look at web pages the same way they do as if they were reading , basically from the top to the bottom and left to right.

7) Give people clues on how to use an object, by doing so they are more likely to use it. Buttons should have a feeling of being pushed like an actual button, it mimics how a button actually works. People are trained to recognize blue underlined words as links. Try to avoid hovering actions, especially with mobile devices.

8) People do not always see what is there. Case in point, the video on the author's blog. The first time I saw the video, I lost count of the ball so I happened to noticed the guy in the costume dancing through the people. The second time I watched it, I didn't lose track of the ball and never saw the man in the costume.

9) The human brain naturally groups items that are near each other as items that belong together. Line and color can help separate items but so can more white space.

10) Certain colors do not go together. Red and blue, along with red and green, and green and blue.

11) Most forms of color blindness are selective, meaning people can not see certain colors. Red-green is the most popular followed by blue-yellow. About 9% of men are color blind and 1.5% of women are color blind. try to use colors that work for everyone such as brown and yellows. Use color blindness web pages that will check images to see how they look to someone that is color blind.

12) Colors have meaning. Choose colors based on the audience.

Terms:
Geon - There are 24 basic shapes that the human brain recognizes and the form the shape of all the objects that we see.
FFA - Short for Fusiform Face Area is a section of the brain that stores faces we recoganize so it can bypass the visual cortex, allowing us to recoganize people faster.
Canonical Perspective - The perspective where objects are drawn slightly from the top looking down and offset a littel from the right or left.
Affordance - The cues that an object give the user on how to use the object.

Unit 8: How People Feel

72: Joy, sadness, contempt, fear, disgust, surprise and anger are the 7 basic emotions which are universal to human beings and are represented by facial and physical gestures. People are able to tell between real and fake emotions when looking at photographs.

73: The emotions used in a design can be associated with the product/service being sold. Avoiding negative emotions in a design will avoid a negative association with a service/product. Since people tend to mimic other people's emotions using positive emotions will influence the audience in a positive way.

74: If people have an emotion associated with memory or information they tend to remember it better. Using actual video testimony will provide a better association with the viewer. Since people remember information in story form better, using anecdotes will help people remember it better.

75: People associate memories and smells very closely. Associating a smell with information will cause a person to recall the information when they smell it.

76: People like the unexpected, being surprised and look forward to it. That means that new things are exciting to people and capture their attention. Not all surprises are exciting or good.

77: People like to be doing something, they do not like to be doing nothing. However whatever people are doing it has to be worth their time.

78: People emote with pastoral scenes, it makes them happy.

79: Design can not always determine if something is trustworthy. Websites that are owned by respected and well known companies are trusted more. No amount of good design can change and option of a untrustworthy site. People do however look at design first.

80: People like music a lot and the pleasure and their brains release dopamine. Music however is very specific to a person's taste. Allowing for a person to personalize music on a website can cause them to want to use it more.

81: People like to be challenged, and when they complete the challenge it leaves them feeling of accomplishment. This also includes exclusivity.

82: People are not good at estimating future events nor their reactions to them. They tend to over estimate.

83: When using a website, people will feel more positive before or after they are using a webpage than during. It is best to get a reaction to a webpage after time has passed instead of right after.

84: People look for comfort or something familiar when they are sad, hurt or scared. Positive experiences with a brand are associated with safety, and thus are a comfort.

Unit 7: People are social animals

63: People live in communities, and they tend to limit those communities to about 150 people that they are close with or have strong ties with. Social media is unique because it allows us to expand the number of people we have in our community, even if we are not that close with those people and have weak ties with them. With social media it allows us to interact with those people that we do not have strong ties. Marketing with social media does not require us to have close ties with everyone.

64: People's brains will mimic someone else actions when a person sees the action as if they were actually performing the action. This means if an action is to be repeated it is best to show that action being done so the viewer watching the action will perform it using either video or pictures.

65: People tend to gain bonds when they do activities together. Online provides a problem to that as people can not do those activities together in a physical location. Using steaming video conferencing, live video or sound helps people to gain these bonds. Online video games where multiple play together in a space and can interact with each other also create this bond.

 66: If a webpage asks a person for their personal information before you give them information, you turn the viewer away and cause them not to trust the website.

67: People lie to varying degrees depending on what media they are using to communicate. People lie the most by phone, followed by e-mail and pen and paper. People are also meaner or negative when using e-mail, or online survey. Surveys done in person are the most accurate.

68: When a person speaks the listener's brain will sync with the speaker. It means that if information is meant to be retained using a audio/video is the best choice.

69: People pay attention to people they know. The closer they are such as good friends and family you pay more attention to.

70: Everyone laughs regardless of where they are from and laughter forms bonds with people. jokes and humor are not necessary to make someone laugh, normal conversations will cause laughter. Laugher is contagious and if one person laughs other people will follow suit.

71: Smiles form bonds with people and causes them to trust them. Fake smiles cause people not to trust them. People can tell fake smiles in videos much better then photos.

TERMS:
Dunbar’s number: Is the number of people within someone's social group. It is based upon brain size and the number of stable relationships.
Mirror neurons: Are the neurons in the brain that fire when an action is performed mimicking the action of the performer.
Synchronous activity: Activities that people perform together that bond them.
Duchenne smile: Real true smiles that raise the cheeks crinkle the eyes.

Thursday, August 29, 2013

Unit 6: What Motivates People

50: When people are close to finishing a task or completing a goal they become more motivated to finish it. People like being part of a reward program for a business. They tend to be nicer, happier and in turn spend more money. Once a reward is reached people's motivation goes down, multi tiered reward programs fail because once a person reaches the 1st tier their motivation disappears. Customers may stop using a service once a reward is reached.

51: Rewards need to be something that people really want.

52: People like to learn and are motivated to do so.

53: Associating sounds with information can motivated people to seek out information, much like Pavlov's Dog. Baiting a person with a little bit of information will cause people to seek out more info. People respond to the unpredictability of receiving information , it give them a dopamine high.

54: Tangible rewards are not the only thing that motivates people. More intangible rewards such as feeling good will motivate people.

55: Having something that people enjoy and interact with other than just money related will cause people to revisit a website more often. Showing a users their process for a task will motivate them to complete the task more. People are motivated my mastering a task/skill. It give them a feeling of accomplishment however true mastery can never truly be accomplished.

56: People who delay gratification are able to resist temptation more. People who are good at delaying gratification learned to do so at a young age.

57: People tend to work smart not hard, meaning they will do the least amount of work possible to accomplish their goal. Often times that means the work is good enough rather than the best possible job being done. Websites need to be made so they can be scanned instead of read. People will tend to scan webpages to get what they want instead of reading everything to get what they want.

58: People only use shortcuts if they are easy to use. If there are default make sure they are easy to chance and fix other wise it will make more work for the user and turn them away.

59: People tend to base what happens on a person's personality instead of the situation however when people explain what happens they always explain it was the situation instead of their personality.

60: Complex tasks are hard to do, make them simple. Simple tasks can become habits.

61: People are more motivated to succeed when they are competing against fewer people. The same holds true for not enough competition.

62: People like to do things by themselves with very little outside help and do them their way.

Project Three Proposal: Typography Card Game

Company:
Matthew Pernack Via Kick Starter

History:
Collectable Card Gaming (CCG) or Trading Card Game (TCG) are card games that use specifically designed cards that used in a strategic game play with other players. The first successful game was Magic: The Gathering (M:TG) created in 1993 by Wizards of the Coast with most other games trying to emulate it. Other note worthy games include The Pokémon Card game from Nintendo and Yu-Gi-Yo. Most CCGs are based on fantasy genres. Some other successful games were created from existing franchises such as Star Wars, World of War Craft, Game of Thrones and Lord of the Rings.

Opportunity:
 To create a strategic card game based on typography for graphic designers. The purpose of the game is to educate people while having fun.

Problems:
Wizards of the Coast holds many patients on Magic: The Gathering and its play mechanics. The problem would be to create a game that does not follow the mechanics of M:TG. Physically creating

Schedule:
Week 1: Research various CCGs and game mechanics.
Week 2: Create game mechanics and start on card art.
Week 3: Continue working on cards and Create logo ideas.
Week 4: Continue working on card art, logo and packaging.
Week 5: Finish up Game and present to class.

Thursday, August 15, 2013

Project Three Proposal: Typography Collectible Card Game (rough version)

Company:
Matthew Pernack Via Kick Starter

History:
Collectable Card Gaming (CCG) or Trading Card Game (TCG) are card games that use specifically designed cards that used in a strategic game play with other players. The first successful game was Magic: The Gathering (M:TG) created in 1993 by Wizards of the Coast with most other games trying to emulate it. Other note worthy games include The Pokémon Card game from Nintendo and Yu-Gi-Yo. Most CCGs are based on fantasy genres. Some other successful games were created from existing franchises such as Star Wars, World of War Craft, Game of Thrones and Lord of the Rings.

 Problem:
CCGs are considered for nerds, dorks and geeks.

Opportunity:
Graphic Designers tend to geek out on graphic design related items. Creating a card game based on Typography would give designers the ability to embrace their inner geek while also promoting my self.

Problem:
Wizards of the Coast holds many patients on Magic: The Gathering and its play mechanics. The problem would be to create a game that does not follow the mechanics of M:TG and is its own game.

Schedule:
Week 1: Research various CCGs and game mechanics.
Week 2: Create game mechanics and start on card art.
Week 3: Continue working on cards and Create logo ideas.
Week 4: Continue working on card art, logo and packaging.
Week 5: Finish up Game and present to class.

Unit 5: How People Focus Their Attention

40: IF they are told to do something, people will focus on that task and not anything else. People are always scanning their environment for their own name, food, sex, or danger.

41: People will not always pay attention to the information provided to them and never assume anything. Because assume means to make an ass out of you and me. Using color, size, animation, video or sound can be used to draw attention to information. Anything that is really important needs to be 10 times more noticeable.

42: Repetition of an action will cause the action to become automatic. If a sequence needs to be repeated, it needs to be easy to do, however people may make errors because they are not paying attention to what they are doing. While making the sequence easy, the sequence needs to be able to be undone just as easily. Making a design where someone can choose to do one action on multiple items at once is a benefit.

43: People tend to make up their minds on how often something should happen. If that something happens outside of their expectations they may miss it. To make sure people pay attention use a strong signal to get their attention.

44: People have problems with paying attention to anything over 7-10 minutes, even if they are highly interested in the subject. To combat it, interrupt the information with a small break.

45: People do not necessarily pay attention to things they do or objects everyday. instead they tend to use vague clues also called salient clues to interact with them. Design objects so people will use salient clues to interact with them.

46: People can not multitask, they simply switch back and forth between tasks very quickly. They can only pay attention to one task at a time. While multitasking people will make mistakes.

47: People's brains have 3 different levels of awareness. The 1st level is decision making, the 2nd level is emotional, and the 3rd level is instinct. The 3rd level can be boiled down to Food, Sex and Danger, as people pay the most attention to it. People will not always act on their 3rd level of awareness but they will notice those things. People also pay a lot of attention to faces.

48: Sounds will get a person's attention but they need to match the application in which they are being used.

49: Using the proper signals, light or sounds, need to be taken into consideration when designing.

Monday, August 12, 2013

Unit 4: How People Think

27) Break large amounts of information into multiple pages. First tell them about the different subjects. On the next page give more information about the subject but just enough to get the gist of the idea. Finally give them all the information on the final page. It makes it easier for people to remember the information and process it so they do not get overloaded.
28) Some things require more thought than others and we perceive that it is harder based on that. Breaking up processes into more, smaller steps. It makes the process seem easier and faster. Do not make buttons too small, it makes it harder to click which makes people mad. Basically try to make people think less, it makes it easier.
29) People do not focus as much as they think they do, their minds wander. By using lots of hyperlinks it will allow people's minds to wander in a productive way. Also make it easy for people to find their way back to the original information.
30) People are hard headed when it comes to their beliefs, trying to change their beliefs is difficult. To get someone to change their mind, start with something small and build from there. Do not challenge a person's belief, it can make them more stubborn and backfire on you losing them as an audience. People who are on the fence about an issue or topic will in turn argue harder for that subject as opposed to someone who already had those beliefs.
31) A mental model is the way a person does something. It is based on past experiences and thus no one has the exact same mental model.
32) Do not let technology dictate how something works. Instructions and training are needed when introducing someone to something new and there is no previous mental or conceptual model for it.
33) Stories get people's attention and it makes it easier for people to process information, remember it and find it more interesting to the viewer.
34) People learn best by example, use images or even video to show people not just words.
35) The human brain likes to create groups or categories. Put like information into categories.
36) Time goes faster when people do not pay attention to it. By providing a time line or stating how long something takes it lets the user know how long something will take. Braking things up into smaller portions make it seem faster too.
37) There are many different ways to be creative. Some types of creativity can be designed for, others can not.
38) Flow states are natural occurrences where someone focuses on what they are doing and everything else take a back seat to what they are doing. To create a flow state design a process where the user has control over the actions, break things up into smaller stages so they feel like they are achieving goals, reduce or eliminate distractions, and give feedback to the user. People like being in flow states.
39) People from different cultures think differently. People from the east tend to look at backgrounds of images more while people from the west tend to focus on objects.
TERMS
 goal-gradient effect - The closer someone gets to a goal the harder they try to achieve the goal.
 operant conditioning - The process of training someone on how to use something.
 dopamine - The chemical in our brain which brings pleasure.

Sunday, August 11, 2013

Thesis Options

Option one: My thesis would be on the cultural differences within the United State based on their location. I would like to determine how the cultural differences influence design in that area. How one advertisement maybe different in one part of the united states compared to another.

Option Two: My thesis would be based on Humankind's obsession with speed and how it influences design.

Option Three: My 3rd thesis would be based the evolution of design on the web. Where it was, where it is now and where it may be heading.

Thesis Response Three and Four

Thesis Response Three

I am reviewing Nichole June's
Adaptation Strategies to Contemporary Multiculturalism in Representation
https://dl.dropboxusercontent.com/u/1683194/ais_classes/portfolio_pres/12su/thesis/june_nicole_thesis.pdf
 Nichole's thesis spoke about Sub-cultures and how a sub-culture can be used to a designer's advantage to speak to people in those sub-cultures. It also speaks about how sometimes, something that is very popular in one sub-culture may not translate into another. An example in the paper of the Australian tourism who use the phrase "Where in the bloody hell are you" being used in the U.K. The English took offence to seeing the use of profanity in print on billboards by using bloody. The campaign completely missed.

*********************************************************88

Thesis Response Four
I choose to look at Elena Aryshtaeva's thesis "Celebration of Regional Typology in a context of contemporary advertising.
http://dl.dropboxusercontent.com/u/1683194/ais_classes/portfolio_pres/12sp/theses/aryshtaeva_elena_thesis.pdf
 Her thesis focused on how there are different cultures based on their location within the United States and the preconceived stereotypes we have about them. It also states how advertisers need be aware of and pay attention to the local regional differences. However at the same time she also talks about how the regional differences are not necessary true but are instead about lifestyle. Over all her thesis states that American culture is always changing, and regional stereotypes are not accurate but is instead defined by lifestyle.
 I agree that there are differences within the country. I however do not agree with that it is defined by lifestyle, region plays a greater role that most will imagine. I also believe that it can be broken down even further to smaller regions.

Thursday, August 1, 2013

Project Two Proposal: Pernack Factor Architects (version two)

Company: Pernack Factor Architects (owned by Michael Pernack)

History:
Pernack Factor Architects was founded in in 1975 by Michael Pernack in Seattle, WA. In 1986 PFA moved to Issaquach, WA. PFA is run out of Michael's home office and services the greater Seattle area. PFA specializes in the design of new homes, additions, renovations and remodels. With the recent downturn in the economy PFA has been focusing more on new additions, renovations and remodels.

Problem:
Pernack Factor Architects has a very old and dated corporate identity and completely lacks any form of web presence. Getting proper sized images for the webpage.

Opportunity:
To create an updated an updated identity to bring PFA into the 2010's. To get more clients who want to build new homes. To create an up to date parallax webpage along with a presence on the internet.

Problem:
PFA is run, owned and operated by Michael Pernack . He has his personal identity tied to the company and has a hard time separating the two. His current business cabinet features an architectural drawing of his house with a little red convertible parked out front. Creating a parallax webpage that can show off his work.

Schedule:
Week1: Project proposal written and research started.
Week2: More research conducted about parallax, revising project proposal if needed, begin case study.
Week3: Case study created, images gathered, sketches created for logo, begin framework for webpage.
Week4: Preliminary creation of logo, cabinet and webpage.
Week5: Refinement of logo, cabinet and webpage.

Unit Three: How people remember

19) Do not expect people to remember things on one page and enter it on another page. If a person is being asked to remember something do not have them do anything else or try to get them to remember anything else. They will forget it and become frustrated.
20) People can not remember more than four things at a time. Large amount of information need to be grouped together in chunks smaller than four. Most people tend to write down information they need to remember.
21) Repetition is what causes people to remember things. People remember things differently, they form connections from one remembered thing to another. In order to remember things people associate them with previously known things.
22) Try not to overload a person's memory. People tend to recognize what the information was about rather than the actual information.
23) A person's memory is easily disrupted. People remember things when they rest, sleep or close their eyes.  people tend to remember the beginning and the end of the information, they tend to forget the middle.
24) People's memories change. It can be influenced by the words that we choose.
25) People will always forget, and they do not choose what information they forget. Make it easy for people to find the information instead of relying on them to remember it.
26) Dramatic or traumatic events are remembered in great detail but that detail may be wrong. People tend to remember it as being true even if it is not true.

Thursday, July 25, 2013

Project Two Proposal: Pernack Factor Architects (Rough, version one)

Company:
Pernack Factor Architects (owned by Michael Pernack)

History:
Pernack Factor Architects was founded in in 1975 by Michael Pernack in Seattle, WA. In 1986 PFA moved to Issaquach, WA. PFA is run out of Michael's home office and services the greater Seattle area. PFA specializes in the design of new homes, additions, renovations and remodels. With the recent downturn in the economy PFA has been focusing more on new additions, renovations and remodels.

Problem:
Pernack Factor Architects has a very old and dated corporate identity and completely lacks any form of web presence. Getting proper sized images for the webpage.

Opportunity:
To create an updated an updated identity to bring PFA into the 2010's and to create an up to dated parallax webpage along with a presence on the internet.

Problem:
PFA is run, owned and operated by Michael Pernack . He has his personal identity tied to the company and has a hard time separating the two. His current business cabinet features an architectural drawing of his house with a little red convertible parked out front. Creating a parallax webpage that can show off his work.

Schedule:
Week1: Project proposal written and research started and starting to gather images.
Week2: More research conducted about parallax, images gathered, revising project proposal if needed, begin case study.
Week3: Case study created, sketches created for logo, begin framework for webpage.
Week4: Preliminary creation of logo, cabinet and webpage.
Week5: Refinement of logo, cabinet and webpage.

Project 1 Proposal: Grassroots Motorsports (version two with schedule)

Company:
Grassroots Motorsports (owned by Motorsport Marketing Inc.)

History:
GRM was first published in 1984. Unlike other magazines GRM is only published 8 times a year instead of the traditional 12 times a year or once a month model. GRM main message is everyone can have fun racing for a small amount of money. They often have reviews of cars, how to modify them (especially how to modify them yourself), driving techniques, event coverage of amateur racing sports such as; Autocross, Rally, Road Racing. GRM also has many articles devoted to projects cars either owned by the magazine or their staff. The projects cars are often modified in several steps with different focus for each installment such as engine modifications, suspension modifications, etc. Their most famous car called the rotospit which is a Triumph Spitfire that had a rotary engine from a Mazda RX-7 installed in it.

Problem:
Grassroots Motorsports's Logo and Website are antiquated. The Logo has never been updated and the website looks as if it were created in the 90's. While the info on the website is updated the look and navigation of the website is old.

Opportunity:
To create an updated website and logo for GRM that will increase their readership. Updating the website will also allow for it to be used by portable devices increasing readership.

Problem:
Since GRM has been using the same logo for so long, changing it too much may cause readers to not be able to find the magazine leading to lower sales. If the logo is too distant from the DIY readers of the magazine it may anger their readers and cause them to abandon the magazine leading to a drop in sales. Care must be taken to update the logo to capture the speed and power associated with racing with out removing the DIY feeling the magazine has.

Schedule:
Week1: Decision of the client along with the scope of the project and proposal written.
Week2: Research conducted, revised project proposal, begin case study.
Week3: More research conducted, case study created, sketches created for logo.
Week4: Preliminary creation of logo and webpage.
Week5: Refinement of logo and webpage.

Wednesday, July 24, 2013

Unit Two: How People Read

13) Capital letters are not harder to read, we are just used to reading in lowercase/mixed case more. If we were to read more in upper case we would read it faster. We only read 7-9 letters in that are in quick sharp jumps. The jumps are very short at about 250 milliseconds, so short that we do not even really register it. We also perceive all caps as shouting, as such they used to get attention.

14) People can read something but it does not always mean they understand what they are reading.  When people read they do not really look at the letters in the word they anticipate the word. We anticipate the words based on our previous knowledge. Headlines are important, they let us know what will be coming. Use simple words and less syllables, they make it easier for your audience to remember and understand.

15) There is not one font that is easier to read over the another. Our brains recognize the shape of the letter no matter the font. Fonts tend to evoke moods and feelings. Fonts that are hard to read such as decorative or unusual harder to understand the text.

16) A small typeface can be hard to read. If a typeface has a larger x-height, it will appear to be larger and will also look larger and better on screens.

17) Computer screens are hard to read than paper. Larger sized typefaces make it easier to read text on screen. Break up text into small amounts by suing short paragraphs, bullets and pictures. Make sure there is a lot of contrast between the background and the letters.

18) People like short line lengths but actually read faster when the line length is longer.

Terms:
Saccade: Are the quick sharp jumps both of our eyes make as we scan things.
Fixation: The moment between saccades where our eyes stop moving.

Sunday, July 14, 2013

Rough proposals for Projects 2 and 3

Project 2:
A new corporate ID, collateral and possibly website for "The Pernack Factor Architects" for my uncle Michael Pernack.

Project 3:
A collectable card game focused on typography for graphic designers. Possibly involving a kick starter to get it going. It was something I think could be a great give away for potential employers.

Project 1 Proposal: Grassroots Motorsports (version one)

Company:
Grassroots Motorsports (owned by Motorsport Marketing Inc.)

History:
GRM was first published in 1984. Unlike other magazines GRM is only published 8 times a year instead of the traditional 12 times a year or once a month model. GRM main message is everyone can have fun racing for a small amount of money. They often have reviews of cars, how to modify them (especially how to modify them yourself), driving techniques, event coverage of amateur racing sports such as; Autocross, Rally, Road Racing. GRM also has many articles devoted to projects cars either owned by the magazine or their staff. The projects cars are often modified in several steps with different focus for each installment such as engine modifications, suspension modifications, etc. Their most famous car called the rotospit which is a Triumph Spitfire that had a rotary engine from a Mazda RX-7 installed in it.

Problem:
Grassroots Motorsports's Logo and Website are antiquated. The Logo has never been updated and the website looks as if it were created in the 90's. While the info on the website is updated the look and navigation of the website is old.

Opportunity:
To create an updated website and logo for GRM that will increase their readership. Updating the website will also allow for it to be used by portable devices increasing readership.

Problem:
Since GRM has been using the same logo for so long, changing it too much may cause readers to not be able to find the magazine leading to lower sales. If the logo is too distant from the DIY readers of the magazine it may anger their readers and cause them to abandon the magazine leading to a drop in sales. Care must be taken to update the logo to capture the speed and power associated with racing with out removing the DIY feeling the magazine has.

Thesis Response 2

The second thesis I choose to look at was Aeson Chen's on Cultural Fusion in Brand Strategy.
 I have been looking at more and more thesis that have to do with cultural translation. There are several reasons for this. As a child I always loved cartoons, and vowed to become an animator when I grew up. This lasted well into high school, however by then it was the late 90's and anime was beginning to take off. I became obsessed with anime and Japanese culture. In my first college go (I earned my Associate in Graphic Design) , I took a Japanese language course (very little stuck), I learned a lot of the culture from a 1st gen Japanese American Man. Eventually my obsession with anime faded but I never got over the differences in the cultures and they way we perceive things. As an adult I have noticed how people see things, instead of how they really are. I have noticed this across the United States. Moving from Michigan to Washington, I have noticed things are different for me. How people perceive Michigan and such.
 Reading Aeson's thesis, reminded me of this. I like how it is pointed out that some things as long as you remain truthful to the original inspiration will benefit you in the long run.
https://dl.dropboxusercontent.com/u/1683194/ais_classes/portfolio_pres/12fa/thesis/chen_aeson_thesis.pdf

Thesis Response 1

The first thesis I choose to look at was Masayo Kimura's.

The topic of the thesis is when traditional things ,either they are food, items or even lifestyle, are brought over from other countries how we shape and change things to met how we view them, not how they really are. The example of the Japanese Restaurants. In Japan they what we consider a Hole In the Wall type place, good inexpensive food with large portions. However when the restaurants were brought over to the United States, we changed them. We made them in to large fancy things, with expensive food and small portions. What I would like to see are example of the same thing happening in other countries. How they view the United States and what they do to change our traditions to meet their needs.
https://dl.dropboxusercontent.com/u/1683194/ais_classes/portfolio_pres/13wi/thesis/Kimura_Masayo_thesis.pdf