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.

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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.