Sunday, November 1, 2009
My Destination Model
Saturday, October 31, 2009
Blog Post #6: Hierarchy of Needs
The hierarchy of needs is especially important to consider when establish a strong design. It has been recognized that low level designs generally pay little to no attention to the hierarchy of needs and its structure, as they often have to pay attention to the more basic levels before the higher ones can be achieved. However strong designs have been acknowledged to ay close attention to the hierarchy, ultimately strengthening audience involvement with the design and how they interact with it.
Usability – has a easy and forgiving design
Blog Post #5: 80/20 Rule
At first glance, it may not seem relevant to talk about the 80/20 rule in regards to my animation. More commonly seen within interactive designs, the 80/20 rule states that approximately 80 percent of the effects in a design are caused by 20 percents of the variables within it. So for example, 80 percent of someone’s progress may come from 20 percent of their work. Use of this principle ensures efficiency within designs, as it often helps people access more vital features faster and can also show designers where the most time and effort need to be spent.
So it may seem strange to talk about it within a context of an animation that has a set running time and lacks direct interaction with the audience. However, I have noticed that about 80 percent of the data required to be shown in the Ningaloo Destination model is presented within 20 percent of my animations running time. Of about the two minute play time for my introductory video, only about 30 seconds or so actually consists of motion-based graphics. It is within this time the most pressing information that the client wished to show is presented and explained to the audience.
Blog Post #4: Framing
However, I also knew that public service announcements do not interest everyone, and are in some cases more likely to bore audiences instead of interest them in learning. This is why I added in several things to my animation. The main character Jimmy is done in bright colours and is animated in a bouncy and lively fashion. The backgrounds are vector based and are again filled with vivid colour. The infographics are quirky and inventively representational of their subject matter. And the humor that spaces out the information also keeps the audience at ease. These attempts to frame the animations in a light-hearted, bright and positive light allows the audience to see that its not just an educational film but something that’s fun too. Their willingness to learn is therefore increased and the chances that they’ll stay to watch the rest of the animation are increased.
Blog Post #3: Entry Point
The term ‘entry point’ is fairly self explanatory as a design principle. It gives the first or the initial impression of a design which subsequently influences how viewers will interact with it later on. So generally, how you interact with the entry point is generally how you will interact with the rest of the piece. It gives you a knowledge of how further interactions will play out and sets the mood for the rest of the design.
Barriers -
Points of Prospect -
Progressive Lures -
These are the attractions within a design that lure people into moving through the entry point and into the rest of the piece. Technically my entire animation could be considered a progressive lure. Generally I saw the information of the destination model being fairly annoying to sift through as well as boring when looked at for long periods of time. Not only to maintain interest, but also to keep people wanting to find out the information in the rest of the animations I needed to make the introduction as interesting and creative as possible in order to win over the audience. The vivid visuals and characters, the bouncy animation, the humor and the infographic style could all be considered progressive lures as they interest people in the information and the animation, and make them curious to see what’s in the others further down the track with more important information.
Blog Post #2: Accessibility
When designing my Ningaloo Project it was always my intention to keep its appeal to an audience as open and broad as possible. As the client had not specifically mentioned what people would be viewing the model I felt it best that I choose a style that would be able to cater to the tastes of a large audience. This in turn would ensure that not just developers and businessmen, but the public at Ningaloo could perceive the information present in the destination model and understand what could potentially be happening to their hometowns.
Simplicity - Everyone can understand the design regardless of experience, literacy or concentration levels
Thursday, September 17, 2009
Blog Post #1: Wayfinding
As my Ningaloo Destination Model was based on animation, there was very little personal choice for the user in what they chose to see information on.
Orientation
During the introduction video, the user is told what is going to be happening. They’re going to be guided through the project by the narrator and the anthropomorphic whale shark known as Jimmy based on several scenarios outlined in the destination model. When the animation stops playing, the projector screen the animation was playing on rolls up and the map screen comes into view. The buttons the user can click on fade into view and the piece doesn’t continue until they click on something.
Route Decision
While on the map screen, the user is given a choice of what informative animations to view based on which button they click.
While it is fairly obvious that the animation portion is over when the project screen rolls up, I never explained through words what the user must do to progress forward. I left it up to them to realize, once nothing happens, they need to mouse over the buttons to reveal what relevant animation will be played if they click on them. Aside from these titles there is no detailed explanation of what information will be in the animations so the user may be at a loss as to which animation is most relevant to the information they wish to find out.
Route Monitoring
Once a button is clicked the map zooms in on its location and the projector screen rolls down again.
Again, this is fairly straightforward but still the user lacks access to a depth of information after the button is selected. While the backgrounds I chosen to zoom in on have some relevance to the subject matter of the animation (For instance, the ‘Governance’ part zooms in over the town Exmouth) they are too vague and not seen long enough to validate to the user what they click one is truly relevant to them. There is no text or symbolism to help reassure them they’re on the right path to viewing the information they need.
Destination Recognition
After the zoom in, the projector screen rolls down again the next animation is played.
The user is able to recognize if the information they wanted to see is being played based on the content of the animation. It is explained by the two characters fairly early on, but it is a slow and not instantaneous recognition.
Overall, while the wayfinding process here works to a degree but the overall map screen interface is boring and lacks any real instruction or direction. Everything is brief and there is little to no explanation of what clicking each button will play, or what specific information will be discussed. So although the navigation works, there is little to no depth to it, isn’t well labeled and doesn’t reassure the user like a projected fully utilizing the wayfinding process would do.
This could have been solved by including small paragraphs of text; one or two sentences that explained which information would be viewed in a greater detail. And this way, it wouldn’t break flow and could be easily skimmed by the user, putting their mind at ease and allowing them to get to their relevant information faster and with confidence.