Wednesday, 14 November 2012

Research For Conceptual Screen Design

Design Considerations

There are three factors that should be considered for the design of a successful user interface; development factors, visability factors and acceptance factors.
Development factors help by improving visual communication. These include: platform constraints, tool kits and component libraries, support for rapid prototyping, and customizability.
Visability factors take into account human factors and express a strong visual identity. These include: human abilities, product identity, clear conceptual model, and multiple representations.
Included as acceptance factors are an installed base, corporate politics, international markets, and documentation and training.


Visible Language

Visible language refers to all of the graphical techniques used to communicate the message or context. These include:
  • Layout: formats, proportions, and grids; 2-D and 3-D organization
  • Typography: selection of typefaces and typesetting, including variable width and fixed width
  • Color and Texture: color, texture and light that convey complex information and pictoral reality
  • Imagery: signs, icons and symbols, from the photographically real to the abstract
  • Animation: a dynamic or kinetic display; very important for video-related imagery
  • Sequencing: the overall approach to visual storytelling
  • Sound: abstract, vocal, concrete, or musical cues
  • Visual identity: the additional, unique rules that lend overall consistency to a user interface. The overall decisions as to how the corporation or the product line expresses itself in visible language.


Principles of User Interface Design

There are three fundamental principles involved in the use of the visible language.
  • Organize: provide the user with a clear and consistent conceptual structure
  • Economize: do the most with the least amount of cues
  • Communicate: match the presentation to the capabilities of the user.

Organize

Consistency, screen layout, relationships and navigability are important concepts of organization.


 

     Example: Chaotic Screen                                                Example: Ordered Screen




Consistency

There are four views of consistency: internal consistency, external consistency, real-world consistency, and when not to be consistent. The first point, internal consistency states the same conventions and rules should be applied to all elements of the GUI.

     [dialogue boxes]
     Example: Internal Consistency - Dialogue Boxes     

Same kinds of elements are shown in the same places.
Those with different kinds of behavior have their own special appearance.


External consistency, the second point, says the existing platforms and cultural conventions should be followed across user interfaces.


          [text tool icons]
            Example: External Consistency for Text Tool Icons 
These icons come from different desktop publishing applications but generally have the same meaning.
Real-world consistency means conventions should be made consistent with real-world experiences, observations and perceptions of the user.


        [Highway signs for icons]
                 Example: Real-World Consistency

The last point, innovation, deals with when not to be consistent. Deviating from existing conventions should only be done if it provides a clear benefit to the user.


Screen Layout

Three ways to design display spatial layout: use a grid structure, standardize the screen layout, and group related elements. A grid structure can help locate menues, dialogue boxes or control panels. Generally 7 +/-2 is the maximum number of major horizontal or vertical divisions. This will help make the screen less cluttered and easier to understand.


Communicate

The GUI must keep in balance legibility, readability, typography, symbolism, multiple views, and color or texture in order to communicate successfully.


         

         Example: Illegible and Legible Texts

Readability: display must be easy to identify and interpret, should also be appealing and attractive.
  Example: Unreadable and Readable Texts:

           Unreadable: Design components to be easy to interpret and understand.                        Design components to be inviting and attractive.          

 Readable:   Design components to be easy to interpret and understand.
                       Design components to be inviting and attractive.

Typography: includes characteristics of individual elements (typefaces and typestyles) and their groupings (typesetting techniques). A small number of typefaces which must be legible, clear, and distinctive (i.e., distinguish between different classes of information) should be used. Recommendations: - maximum of 3 typefaces in a maximum of 3 point sizes - a maximum of 40-60 characters per line of text - set text flush left and numbers flush right. Avoid centered text in lists and short justified lines of text - use upper and lower case characters whenever possible.


                   
     
            Example: Recommended typefaces and typestyles


Multiple Views: provide multiple perspectives on the display of complex structures and processes. Make use of these multiple views: - multiple forms of representation - multiple levels of abstraction - simultaneous alternative views - links and cross references - metadata, metatext, metagraphics.

 

            Example: Verbal and Visual Multiple Views

Color

Color is one of the most complex elements in achieving successful visual communication. Used correctly, it can be a powerful tool for communication. Colors should be combined so they make visual sense. Some advantages for using color to help communication: - emphasize important information - identify subsystems of structures - portray natural objects in a realistic manner - portray time and progress - reduce errors of interpretation - add coding dimensions - increase comprehensibility - increase believability and appeal
When color is used correctly, people will often learn more. Memory for color information seems to be much better than information presented in black-and-white. There are some disadvantages for using color: - requires more expensive and complicated display equipment - many not accommodate color-deficient vision - some colors can potentially cause visual discomfort and afterimages. - may contribute to visual or may lead to negative associations through cross-disciplinary and cross-cultural association.


Color Design Principles

The three basic principles can also be applied to color: color organization, color economy, and color communication. Color organization pertains to consistency of organization. Color should be used to group related items. A consistent color code should be applied to screen displays, documentation, and training materials. Similar colors should infer a similarity among objects. One needs to be complete and consistent when grouping objects by the same color. Once a color coding scheme has been established, the same colors should be used throughout the GUI and all related publications. The second principle of color, color economy, suggests using a maximum of 5+/-2 colors where the meaning must be remembered. The fundamental idea is to use color to augment black-and-white information, i.e. design the display to first work well in black-and-white. Color emphasis suggests using strong contrasts in value and chroma to draw the user's attention to the most important information. Confusion can result if too many figures or background fields compete for the viewer's attention. The hierarchy of highlighted, neutral, and low-lighted states for all areas of the visual display must be designed carefully to provide the maximum simplicity and clarity.
Color communication deals with legibility, including using appropriate colors for the central and peripheral areas of the visual field. Color combinations influenced least by the relative area of each color should be used. Red or green should not be used in the periphery of the visual field, but in the center. If used in the periphery, you need a way to capture the attention of the viewer, size change or blinking for example. Blue, black, white, and yellow should be used near the periphery of the visual field, where the retina remains sensitive to these colors. If colors change in size in the imagery, the following should be considered: as color areas decrease in size, their value (lightness) and chroma will appear to change.
Use colors that differ in both chroma and value. Avoid red/green, blue/yellow, green/blue, and red/blue combinations unless a special visual effect is needed. They can create vibrations, illusions of shadows, and afterimages. For dark viewing situations, light text, then lines, and small shapes on medium to dark backgrounds should be used in slide presentations, workstations and videos. For light-viewing situations, use dark (blue or black) text, thin lines and small shapes on light background. These viewing situations include overhead transparencies and paper.


Color Symbolism

The importance of color is to communicate. Therefore color codes should respect existing cultural and professional usage. Connotations vary strongly among different kinds of viewers, especially from different cultures. Color connotations should be used with great care. For example: mailboxes are blue in the United States, bright red in England and bright yellow in Greece. If using color in an electronic mail icon on the screen, color sets might be changed for different countries to reflect the differences in international markets.



Sunday, 4 November 2012

MEDIA ARTS DESIGN 2

Assignment 01 (30%)

Brief:
This is an individual project. You are a creative person! Think visually!
Students are required to created two conceptual screen based artworks to provoke / stimulate their target audience emotions.
Both screen design should integrate the appropriate use of visual language and typographic meaning.

Stage01 - branstorming
Stage02 - research & facts finding
Stage03 - precedence studies
Stage04 - project brief
Due: Week 02

Stage05 - initial ideation and conceptualization
Stage06 - idea developments and process
Due: Week 03

Stage07- screen design intergration process
Stage08 - two finalized ideas
Due: Week 04


Objective:
-          To understand and explain the psychological interpretations using visual arts.
-          To communicate and produce screen based visual communication using word and image effectively.

Evaluation criteria:
-          Research documentation: 5%
-          Creativity, idea development and sketches of ideas: 15%
-          Final Artworks: 10%

Submission Format:
01 Two printed final artworks mounted on black mounting boards (Your name, id, artwork description printed at the back). Template will be provided.
02 A4 Sketches (landscape format): Idea development and sketches
03 CDROM:
-          Digital copy of both artworks
-          Digital Research documentation
-          Your Name, id, artwork description + blog links (MS word)
04 Blog

Assignment Submission: WEEK 05
Lecturer:
Nazirah Mat Sin                     nazirah.sin@mmu.edu.my

Badrolhisham Hashim          badrol.hashim@mmu.edu.my

Wednesday, 12 September 2012

ROLL VIDEO


FINAL CONCEPT BOARD WORK



ARTWORK TREATMENT


VIDEO

Me and my two of my friends shot the video in about five different areas. 
Some of the videos were shot when the skater is walking and the other shots were shot while he is skating. 


After all the scenes were taken, I edited and combined all the clips through Adobe Premier Pro.
I used the title tool to create the words.
I used some film burns effect on the video to create some colourful effects into it.
And then I finally render the video out.





CONCEPT BOARD

A picture of the skater was taken.
I used Adobe Photoshop to to create my concept board. The picture of the skater is used and dragged into an A3 document.




The level of darkeness of the skater is adjusted and a bit of the top was cloned using the cloning tool.







A black square shape was created to create more space on the top.




The burn tool is then used to blend both the picture and the square together.




The typography ‘ROLL’ is created on the bottom by using the type tool. 





ARTIST STATEMENT

We were required to produce a minimum duration of 30 seconds to a maximum duration of 60 seconds video that is related to the theme given ‘Time and Space’.


Time and space


VIDEO
In my video I decided to relate time and space into something that I like to do when I have some free time which is skateboarding. 
Moments that are related to time and space but at the same time is related to me as well. 
After doing some research on time and space, I got to know that our surrounding is related to time and space.
 I created a video that has something to do with skate and our surrounding. In my video, I expressed time and space by showing a person walking and after that starts skating while the surrounding of the area changes in every step he takes. 
As he walks and skates in a different time, the space he is at changes to another and then to another. The title of my project is ‘ROLL’ because I showed in my video a skater doing his roll move on his skateboard only.


CONCEPT BOARD
For my concept board, I did something that relates with skate, time and also space. I decided to take a picture of a skater with the sun shining and after that edited the background into different colours that represents the feel of the changes of the different surroundings in my video and at the same time shows the feel of different moments and time. 
I positioned the skater on the south area of the concept board and left a lot of space on top to express the space.

Tuesday, 4 September 2012

MEDIA ARTS PROJECT 01


MEDIA ARTS PROJECT 1

THEEME:
TIME AND SPACE


WHAT IS TIME ?

Time is a dimension in which events can be ordered from the past through the present into the future, and also the measure of durations of events and the intervals between them. Time has long been a major subject of study in religionphilosophy, and science, but defining it in a manner applicable to all fields without circularity has consistently eluded scholars. Nevertheless, diverse fields such as business, industry, sports, the sciencesmusic, dance, and the live theater all incorporate some notion of time into their respective measuring systems. Some simple, relatively uncontroversial definitions of time include "time is what clocks measure" and "time is what keeps everything from happening at once"



WHAT IS SPACE ?

Space is the boundless, three-dimensional extent in which objects and events occur and have relative position and direction. Physical space is often conceived in three linear dimensions, although modern physicists usually consider it, with time, to be part of a boundless four-dimensional continuum known as spacetime. In mathematics, "spaces" are examined with different numbers of dimensions and with different underlying structures. The concept of space is considered to be of fundamental importance to an understanding of the physical universe. However, disagreement continues between philosophers over whether it is itself an entity, a relationship between entities, or part of a conceptual framework.



PHILOSOPHY OF SPACE AND TIME

Philosophy of space and time is the branch of philosophy concerned with the issues surrounding the ontologyepistemology, and character of space and time. While such ideas have been central to philosophy from its inception, the philosophy of space and time was both an inspiration for and a central aspect of early analytic philosophy. The subject focuses on a number of basic issues, including—but not limited to—whether or not time and space exist independently of the mind, whether they exist independently of one another, what accounts for time's apparently unidirectional flow, whether times other than the present moment exist, and questions about the nature of identity (particularly the nature of identity over time).