Tran.J.SVR

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JAMES TRAN STRATEGIES FOR VISUAL RESEARCH

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Transcript of Tran.J.SVR

  • JAMES TRANSTRATEGIES FOR VISUAL RESEARCH

  • CONTENTS / VIDEO

    Discover

    DELVE

    DEFINE

    develop

    deliver

    Determine

    outcomes

  • Bus Stop: Fenn Street

    INCi supermarket

    City academy: hackney6 students live on fenn st

    Gender ratio at bus stop

    avg Ratio of customers per hour

    Living on Fenn Street for almost fourteen years made it somewhat difficult to identify a social problem. Everything was within walking distance and my neighbours are wonderful people who have been living on this street longer than I have.

    Scoping the street allowed me to develop a different understanding of it, discovering things that I would have never taken notice of on any other day.

    I felt that the street itself was extremely mundane, and the most interesting aspect of it were not the physical things but the people that walk through it on a regular basis.

    So I used this scoping process to get an idea of the different types of people that use the street on a regular basis.

    SCOPING FENN STREET

    SHAPE: narrow

    Anecdotally: school children

    metaphysically: homely

    Movement: commuting

    As a stranger: comfortable

  • In order to find a social problem on my street, I spoke to the residents to get their views on it.

    I spoke to six residents who have all lived on Fenn Street for over ten years, asking them about any interesting troubles and/or experiences that theyve had whilst living there.

    This gave me an insight to the evolution of the street, as major problems became minor as things changed; such as gang violence reducing since they knocked down an all-boys secondary school and reopened it as a mixed academy.

    I chose to highlight and categorise the issues into the amount of times each issue was flagged. This helped me narrow down the issues so that I could choose one and research further into.

    CONVERSATION CARDS

    LACK OFCOMMUNITY

    SPIRIT

    Parking

    LITTERING

    LOITERINGUNSAFE ROADS

    Community Gang Violence

    NO ROAD SIGNS

    SCHOOL STUDENTS

    INTIMIDATING

    NEED A LOLLIPOP MAN

    CLUTTEREDSTREET

    SCHOOLCHILDREN

    LIMITEDSPACES

    NO SOCIALIZING

    SPACE

    GARAGE TOO SMALL

    DANGEROUS ESTATE NEARBYLACK OF

    BINS

    BINMEN NOT CONSISTENT

    Minor issues

    Major issues

    KEY:

  • MINIMAL PARKING SPACES

    lack of community

    Gang violence

    UNSAFE ROAD CROSSINGS

    UNCLEAR ROAD SIGNS

    ice-breaker event

    encourage positivity*

    MORE CROSSINGS

    EMPHASISE BY REDESIGN*

    exclusive social club*

    SOCIAL EVENT(S)

    DESIGN NEW CROSSINGS

    students LITTERING ENCOURAGE TO RECYCLE RECYCLING SCHEME

    CREATE NEW SIGNAGE

    Create more spaces new parking system

    ISSUES SOLUTIONS FORMAT

    ISSUES, SOLUTIONS AND FORMATSI narrowed my findings down to six key issues which the residents felt were the most pressing issues.

    I felt that the parking issue was unrealistic and irrelevant since my street is a narrow residential road with limited spaces, and creating more parking spaces would mean it would have to be created in a larger space away from Fenn Street.

    I wanted to design for an issue that would be sustainable; which could be maintained even when the street changes and progresses.

    The issue I chose (highlighted in red) for further exploration was the issue I felt that had the potential to be the most effective and sustainable.

    However, the other key issues are not entirely dismissed, as the red asterisk* represents the aspects I will be drawing from them when designing for my chosen issue.

  • breakfastcommute

    university

    STUDY

    lunch

    STUDYcommute

    home

    dinner

    coursework

    SELF-ETHNOGRAPHYBy documenting the routine of myself (a commuting university student that lives at home with my family), I was able to define a target audience, and then set them apart from everyone else.

    The self-ethnography reflects a typical routine in an average weekday for me, which mainly consists of commuting and studying.

    I only eat out once during the whole day, as eating at home saves money, which is essential to a student.

    Since becoming a uni students, my day has mostly consisted of studying followed by commuting.

    Size in accordance to time spent:

  • CULTURAL PROBESTo determine how much litter the students of City Academy were contribuiting to, I asked the shopekeeper to help me with my research, in which he extremely generally agreed to.

    Since English wasnt his first language, I made him a user-friendly data card which he could fill out that I could interpret quicker, which proved to help me out a lot.

    This data card was made with the idea of matching up the litter on the street, to the items sold at the supermarket in that week to the students at City Academy. It would also help me to separate their amount of litter from non-students.

    For the fast food shops, I looked at the packaging which had the brand logo on.

    SUGAR SNACKS

    80%

    DRINKS

    100%

    PAPER

    45%

    FAST FOOD

    80%

    MY FINDINGSShop items

  • commute

    STUDY

    lunch

    after school fooddinner

    home

    local Supermarket

    STUDY

    school

    breakfast

    homework

    A DAY IN THE LIFEAfter creating a self-ethnography graph of myself, I studied the people on my street and chose to create one based on a day in the life of a student that commutes to and studies at City Academy. That student was my brother Calvin.

    I created it in the hope that it would differ from my routine in a way that contributes to the issue I intend to solve.

    Highlighted in red is the difference between my routine and a student at City Academy.

    In the morning, before they get to school, they visit the off-licence shop next door and buy morning snacks and drinks.

    They are not able to bring these snacks into school which means they have to be eaten in the time they exit the shop to when they enter the school campus which is no longer than 300m.

    Also on most occasions after school, they go to the Carribbean food shop, or the burger bar which are both also right next to the school and buy food.

  • SUMMARISE THE BRIEF IN ONE SENTENCETO CREATE A SCHEME THAT ENCOURAGES City academy students TO RECYCLE AND REUSE

    Possible Format:Apps, books and flyer advertisementsApps for the desktop computers, laptops and tablets that are used by students at school. Advertisement flyers and posters.

    City Academy - Hackney & residents of Fenn StreetOne of three academy schools in London. Opened in 2009, City Academy is a mixed school that specialises in financial and business services.

    Client:Students of City AcademyAge ranging from 11 - 16 years old, students from all over London. In a world of evolving technology, smart phones and social media may be the best forms of communication.

    Audience:

    Lack of recycling and reusingResidents of Fenn Street have raised the issue of the school children littering too much. I want to encourage them to recycle and reuse.

    Message / Intention:

    Designer and instigator, sustainable designI want this scheme to be sustained throughout the whole duration of City Academy being open. Also to provoke some form of encouragement towards recycling and reusing.

    Designers role:

    BRIEF DEVELOPMENTDeveloping a brief was extremely helpful because I was able to get a clearer idea of my project by identifying the client, audience, message, format and role.

    Before I created wrote the brief, I emailed Martin Cunningham, the vice president of Resources at The City Academy to ask him about any existing recycling schemes currently active in the school, in which he replied:

    We are currently working with ecoACTIVE to create free workshops for children who want to learn about recycling.

    ecoACTIVE is an enviromental charity who teach children about the world and environment using a hands-on and more practical than theory approach.

    You can find out more on: http://ecoactive.org.uk/

    Thanks,

    Martin Cunningham

  • CREATEENCOURAGE

    SOLIDIFYProvo

    ke

    CompeteBuild

    RAISE AwarenessUnifyBreed positivity Build for the future

    DETERMINATION

    Teamwork TEACH HELP

    AIMS AND TARGETSMy audience starts from as young as twelve, which is the time of their lives where learning and developing their minds is at a crucial stage, so I had to be extremely careful with my design and values; by basing them on what I would want my son or daughter to be taught at school.

    I took inspiration from evoACTIVE in terms of brand values, but I also wanted it to be designed so it could appeal to an age group that have a five year difference.

    I categorised my wordgram into three sections: ACTIONS, VALUES and BELIEFS which are what I want to provoke and encourage to maintain.

    action, VALUES and BELIEFS

    A v B

  • they benefit from

    role modelsPOSITIVE

    and from peers

    GoodobserversThey Respond well to

    pen-ended?questions

    Thr ughPLAY

    Young children are

    they learN

    ResearchersChildren are good

    positi ityThey are fueled by

    And are encouraged by

    SUPPORT

    "HOW YOUNG CHILDREN LEARN"Jeanne W. Lepper is a lecturer at Harvard University who spoke about the philosophy of education, specifically young childrens education.

    She explains that young children excel and learn much quicker when specific techniques and influences are used to support and guide them.

    Young children learn by doing. Helping with cooking, chores, and other real work is of tremendous interest and value to them. This hands-on learning is also encouraged with open-ended materials. The more hands-on experiences children have, the more curious and capable they become and, best of all, the more joy they feel at learning a number of things.

    I felt that in order to affect my intended target audience, I needed to find out what motivated them to fulfill their potential and work hard from an early age. I used Leppers philosophy as a foundation for my brand values, as I felt that it would set me in the right direction for defining my project.

  • TARGET AUDIENCE (CLUSTERING)Through my younger brother Calvin, who is a student of The City Academy, he was able to give his whole form class a questionnaire to fill out in order for me to progress with my project.

    The aim was to use whichever aspect(s) was chosen the most as fuel for motivation for the students.

    What I found interesting was the fact that competition, reward and encouragement were split even in terms of gender voting.

    Females were more inclined to work harder for future prospects, whilst more males said they went to school to make their parents happy.

    I felt that this information went hand in hand with Leppers philosophy and kicked started the design of my first outcome.

    what motivates you to work hard?Please circle the answer most appropriate to your own thoughts.

    REWARDS FUTURE PROSPECTS ENCOURAGEMENTGetting presents and incentives to reflect your hard work and

    dedication?

    The idea of being successful when you grow up all because you worked hard when you

    were younger?

    A positive role model(s) in your life guiding you every step of the way, helping you jump the

    hardest hurdles in life?

    ANY OTHER REASONS: _______________________________________________

    40Students

    21males

    When I see my classmates working hard, it motivates me to work just as hard. Its like each form class is battling against each

    other to be the best class in the year. -terry, 15 years old.

    I like the feeling of our class finishing school on time, while my friends in the other classes have to stay back to finish their

    class work. its quite funny walking past them! - Natalie, 14 years old.19Females

    Competition

    ENCOURAGEMENT

    36Prospects 33PARENTS 30

    32Role models 28

    35

    Rewards

  • Hobbies

    ABOUT

    TARGET AUDIENCE (PERSONA)Calvin also mentioned that since he ran out of paper questionnaires, he asked a lot of his friends from other form classes to take a photo of it on their phones and relay the answers to him.

    What really surprised me was that they all got back to him via Facebook, Twitter and/or Whatsapp. He then told me that almost everybody in his school use smart phones as a means of socialising, and to check their school timetables, emails and allowance.

    This gave me the idea of making an application, as it proved to be the most common and popular form of communication between all the students.

    So I went through the majority of his friends on Facebook, asking him about them and categorising it all. And using the data, I created a persona of my intended target audience to generalise all my findings:

    parents and one younger sibling

    sweet tooth

    socialising, sports, games, tv

    facebook, twitter, instagram

  • OUTCOME V1 - IDENTITYCreating a brand and identity proved to be a slow start for me. I found it difficult due to the lack of experience in this particular field of design.

    I started off by looking at visual influences that infused simplicity and interesting into their interface design, which had an influence to the usability of their whole framework.

    I created quick ideas for a brand logo, incorporating the same simple design aspects as Nokia and Apple did for their icons but also adding an illustrative style to it.

    Dr. Russell BestleyCourse Leader - MA Graphic Design

    +Relevant idea of usability and simplicity

    -Lack of substance, need more

    experimenting and development.

    =Potential theme of playfulness

    + / - / =

  • The students

    hackney council

    Fenn ST. Residents

    students parents

    Tutors and peers

    City academyrecycling companies

    STAKEHOLDERS

    Creating a stakeholder map allowed me to define the people and organisations that are potentially affected by the project.

    The effect will be biggest on the students as the project will be revolved around encouraging and guiding them. They will be the immediate participant of the scheme.

    The students parents and The City Academy will be the second most beneficiary as they will reap the benefits of the students positivity and hard work.

    Residents of Fenn Street and the borough of Hackney Council will be the next wave of beneficiaries, as they will enjoy a cleaner and more environmentally friendly Fenn Street.

    Recycling companies such as The Green Stationary Company will receive all the recycling, and tutors and peers will be involved in the project as advisors towards my design.

    P O

    KEY:

  • Arvind Gupta

    Barclays Premier League

    Timeout London

    SOCIAL MEDIA

    arvind gupta

    Barclays PL

    Timeout LDN

    social media

    CONCURRENT ACTIVITIESI looked for work that may not be directly related to my issue, but each have an aspect or value that I wanted to incorporate into my application. Each photo is hyperlinked to their respective website.

    Arvind Gupta is a toy inventor who created educational toys out of recyclable and easily obtained items, which could also be used as learning tools. His project proved to be extremely popular as he introduced a more practical and hands-on way to learn. This is an aspect I intend to include in my app.

    The Barclays Premier League brings the competitive side I plan to add into my app. Football teams from all over England play each other in a league that sees the best team get crowned champions of English football over a season of thirty eight games.

    Time Out London brings the angle of guidance, by offering readers the chance of going to any area of interests such as theatre, arts, music, sports and eating out by listing them all in one publication that includes both public and professional reviews.

    Social media such as Facebook and Twitter has the socialising and community aspect which will keep my audience easily connected at the click of a button.

    learning tools

    competition

    guidance

    community

  • Stability

    STRUCTURE

    SIMPLICITY

    BRAND INFLUENCESRussell mentioned that I needed to do a bit more thinking and develop a more deliberate form in my design, so I took his idea on board and looked into different forms of inspiration as a projection of the applications identity.

    I experimented with the simplicity, usability and playful colours of Lego bricks as the theme for the brand, which also gave it a nostalgic feeling as Lego was an essential part of most young childs life growing up.

    Tying in with the idea of nostalgia, the spinning tops interested me because it was designed to be precisely balanced only when spun by someone. This reflects the idea of my application being reliant on my audience being spun, a metaphor for them being motivated and rewarded for working hard.

    The structure of buildings, specifically the architecture of The City Academy served as the most important aspect of my branding: the foundation of the logos geometric and solid form.

    I also looked at existing applications that I felt were successful in creating interfaces for: socialising, leaderboards and statistics: Twitter, Barclays Premier League and ESPN Goals. The clear and concise design was an influence on the applications theme.

    leaderboard

    social

    statistics

  • Spinning top Lego brick ARCHITECTURE

    + +

    theme 1: recycling

    theme 2: school emblem

    theme 3: school Uniform

    OUTCOME V2 - IDENTITYCombining all three aspects of visual influences, I began to experiment with different forms and shapes by creating various different logo ideas.

    Drawing inspiration from the simplicity of Nokia and Apples interface, I merged it with the three-dimensional structural aspect of my influences.

    *Chosen logo to develop: I chose the logo that I felt incorporated all my influences; but at the same represent solidity, playfulness and simplicity in a comfortable way.

    I chose to play on the feeling of nolstagia and familiriaty; the colours I chose to use were already familiar with the students in one way or another.

    Christos Kyriacou and Jasmeet LallProblem-based learning group

    +Clear and interesting transition from initial objects and influences to logo.Variation between different designs.

    - Perhaps too visually confusing for

    younger target audience?

    =The combination of all three objects of inspiration to create the final logo(s).

    The evolution from the first set of outcomes

    + / - / =

    *

  • Raleway light Raleway bold Raleway heavy

    Raleway:abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@$%^&*()-+=?

    Cd Ef 456

    OUTCOME V2 - IDENTITYThe name of the project came from being a passionate football fan for over ten years. Everybody I know, met and spoke to about football referred to the Barclays Premier League as the league.

    That phrase stuck with me as soon as I heard it, and since then it feels and sounds right to call it that instead of the long-winded Premier League. This gave me the idea of starting every aspect of the application with The.

    Choosing fonts for my application was extremely interesting in the sense that I had hundreds and thousands of fonts to choose from.

    I wanted to choose a font which was not too harsh on the eyes, but instead compliment the smooth lines of my logo.

    A sans-serif font in Raleway had a big variation and a comfortable feel to it, no matter the size, weight or colour.

    Raleway Light became my chosen font, as I felt the line weight and form was perfect for the look and feel I was trying to achieve for the application.

    THE LEAGUE THE LEAGUE THE LEAGUETHE LEAGUETHE LEAGUE

    THE LEAGUE THE LEAGUE THE LEAGUETHE LEAGUETHE LEAGUE

  • The concept of my application was to encourage the students to recycle and reuse by provoking competition with the prospect of rewards.

    I wanted to design something simple and structured, by sticking to a concise framework and choosing a complimentary colour theme for it.

    The competitive nature of the application meant that I had to create teams for the students to join and represent. I created five team icons using an isometric grid, taking inspiration from the five elements of nature. The teams are called houses which is a metaphor for the team members being a family.

    The navigational buttons for the application had a similar shape as the graphics were created using an isometric grid; this allowed me to keep the framework consistent. The titles for the pages are playing off the title of the application, makintg the whole thing easy to remember and say.

    When a student presses one of the buttons, it inverts to white, to let the user know which page of the application they are on. For example, if chosen, The House button would turn white, with all the other buttons remaining red.

    OUTCOME V3 - APPLICATION

    THE HOUSES THE STATSTHE SOCIAL THE TABLE

    HOUSE AIR HOUSE EARTH HOUSE FIRE HOUSE SPACE HOUSE WATER

  • THE GREEN STATIONERY COMPANYThe league starts for the students as soon as they install the app and choose a team to join. From then on, they have to put all of their litter into their respective House recycling bin which will be in their team rooms.

    Objects cannot be taken out, they can only be put into the bin. The only people that have keys to open the bins are the teachers and staff of the school. At the end of every week, the Bins are weight and points are then measured by the weight of litter recycled.

    Referring back to Arvind Guptas idea of using litter and recycled items to create learning tools, I looked into recycling charities and companies which could potentially take the litter that I collect and create some form of learning tools to give back to the students.

    Hi,

    my name is James Tran and I am a third year Graphic Design student, studying at UAL - London College of Communication.

    I came across your website whilst doing research for a project I am currently undertaking, and I have to say, I really admire the work you guys are doing over at The Green Stationery Company.

    The reason I am emailing you guys is because my project is to create an app that encourages school children to recycle and reuse.

    I was wondering if you guys would be up for helping me out with my project? I could provide you guys with materials to create recycled stationery for the students at my local secondary school - The City Acadamy, Hackney.

    I have attached the work in progress in PDF format to this email, that should give you a better idea of my project. It would be great if you guys could give me some feedback on my project and hopefully work together!

    Thanks and look forward to your reply,

    James.

    To produce the incentives for the students to recycle, I sought the expertise, craftsmanship and know-how of The Green Stationery Company, who create recycled stationery for businesses and offices.

    I sent them an email, explaining my project and attaching a sample of some illustrated stationary branded with The Houses logo on it. I am still waiting for a reply.

    The green stationery company

  • USER JOURNEY MAPPINGCreating a user journey map helped me pinpoint the exact actions at all the different touchpoints during the experience of using the app. Using the map, I was able to place myself into the eyes of the user as well as being the designer.

    The application is the core of the project, with only one touchpoint, collect house awards not involving the use of the application.

    This meant that I had to make the design of my applications interface connect with my target audience in an appealing way in order for them to stay engaged.

    download and install

    Get updates via the socialcheck league stats on the app

    LOGIN AND CHOOSE TEAM

    collect house awards use the green stationarystay on top of the league

    recycle into house bins

    weigh bins for house points

    Christos Kyriacou and Miroslava BobevaFellow design students

    +Visually pleasing, everything flows well

    together and fits the theme.

    -Most of the buttons look too similar, would people be able to tell without

    labels?

    =The the idea is smart, and the

    inspiration from the five elements allowed you to create beautiful team

    logos.

    + / - / =

  • * * *OUTCOME V4 - APPLICATION INTERFACE

    The Houses page, which is the home page, shows the badges of all five Houses. Tapping on a Houses badge takes the user into The Element page, which is:

    A breakdown of the HouseThe Houses records

    Most recycled item everMost recycled item of the week

    I kept the simplicity level consistent throughout when designing the application, especially when I designed The Table page. Only the essential information is displayed to prevent cluttering on the page:

    The HousesThe position theyre in

    The number of items theyve recycledThe conversion into grams

    Statistics are made as infographs and are updated every week with figures of:

    The most recycled item of the weekThe least recycled item of the week

    The House Consistency award

    The social page links directly to the Twitter account of The League, which allows Twitter users to read and respond to the latest updates of the app,

    *

    *

  • DETERMINE IMPACT - MUSTAFA KAYAI asked Mustafa, a student in his last year at The City Academy to test my interactive PDF prototype and give me his P.M.I.

    I gave him a brief outline of the project and showed him the user-journey mapping infograph.

    +- Very user-friendly.

    - Simple and playful imagery.- Colour scheme is easy on the eye

    - Brings out the competitive side in me

    -- Buttons are quite small, make it bigger

    for older people with bigger hands- What if I dont have the time to keep

    up?- What happens once I receive all the

    stationery I need?- Need more incentives- It should teach me too

    = - Create an advertising campaign for it- The identity of it is really eye-catching- Will you expand the rewards? Maybe

    something else after stationery

    + / - / =

    design

    benefitial

    encouraging

    motivational

    Usability 97

    7

    88

  • HOPES AND FEARS / CONCLUSION

    Embrace recycling

    popular within students

    encourages socialising

    educates

    no-one uses the app

    phone theft increase

    phone distractions

    promotion campaign

    create computer app

    after school club

    lose motivation workshops to inspire

    HOPES FEARS SOLUTIONHopes and fears helps me pinpoint the flaws or weak points in my project. By doing this, I am prepared for any unforeseen circumstances and I am able to tweak the project.

    Although I am thinking about these factors, I do realise that it is extremely challenging to create an application that is 100% perfect, as user-centered design requires progression and tweaking of the application, as humans also develop and expectations and needs change.

    I felt that my project was a topic that was extremely fun and thought

    provoking.

    It was a breath of fresh air speaking to the residents on my street and the

    young students; I appreciated their honesty and enthusiasm for the project.

    I extremely enjoyed the branding and identity of the application; it was my first time creating a brand and it exposed me to different thought and

    design processes that I intend to use in future projects.

    However, I do believe that I need to improve in organising my information in order to condense it better for my PDF.

    Overall, I enjoyed the project thoroughly and was proud to work with everyone

    that was involved.

    With special thanks to Christos Kyriacou

    Conclusion

  • BIBLIOGRAPHYWEBPAGES:

    Ink Talks. (2011). Arvind Gupta - TOYMAKER, INNOVATOR, SCIENCE EDUCATOR. Available: http://www.inktalks.com/people/arvind-gupta. Last accessed 19th October 2013.

    Lepper, J. (2010). How Young Children Learn. Available: http://www.stanford.edu/dept/bingschool/aboutbing_philosophy_learn.html. Last accessed 26th October 2013.

    Barclays. (2004). Premier League Clubs. Available: http://www.premierleague.com/en-gb/. Last accessed 26th October 2013.

    Time Out London. (2013). Things To Do. Available: http://www.timeout.com/london/things-to-do. Last accessed 26th October 2013.

    Maroon 5. (2013). Maroon 5 at the O2. Available: https://www.facebook.com/events/329640620465556/. Last accessed 26th October 2013.

    vanessab29. (2013). Brief History of Lego. Available: http://theleaparentsassociation.wordpress.com/category/lego-exhib/. Last accessed 26th October 2013.

    Wikipedia. (2013). Top. Available: http://en.wikipedia.org/wiki/Top. Last accessed 26th October 2013.

    The Green Stationery Company. (2013). About Us. Available: http://www.greenstat.co.uk/storefront/evolution_ContentPage.html?Content=1. Last accessed 26th October 2013.